Sound Synthesis And The Personal Computer — Past Present And Future
$2,50
January
1983
Issue 32
Vol. 5, No. 1
63379 £1,85 in UK
COMPUTE!
The Leading Magazine Of Home, EducaHonai, And Recreational Computing
Music, Sound, And The Personal Computer
19 >
Music And Sound
For VIC, Apple,
Atari, PET/CBM,
And The
Sinclair/Timex
The Juggler,
Thunderbird:
TWO Exciting Gome
Programs For ViC-20
Atari, And TRS-80
Color Computer
Writing Transportable
BASIC Programs For
Personal Computers
A New Monthly
Column:
Programming
Ttie TI-99/4A
A Home Energy
Calculator For
Atari, Apple, VIC-20,
PET/CBM, And
Commodore 64
a 1
"74470'l63379
Plus Reviews For
VIC, Atari, Apple
Sinclair, And PET/CBM
"NEVER
forgets:
MORE THAN JUST ANOnn PREm nCE,
Says who? Says ANSI.
Specifically, subcommittee X3B8 of the American
National Standards Institute (ANSI) says so. The fact
is all Elephant^'^ floppies meet or exceed the specs
required to meet or exceed all their standards.
But just who is "subcommittee X3B8" to issue such
pronouncements?
They're a group of people representing a large,
well-balanced cross section of disciplines— from
academia, government agencies, and the computer
industry. People from places like IBM, Hewlett-Packard,
3M, Lawrence Livermore Labs, The U.S. Department
of Defense, Honeywell and The Association of Com-
puter Programmers and Analysts. In short, it's a bunch
of high-caliber nitpickers whose mission, it seems, in
order to make better disks for consumers, is also to
make life miserable for everyone in the disk-making
business.
How? By gathering together periodically (often,
one suspects, under the full moon) to concoct more
and more rules to increase the quality of flexible
disks. Their most recent rule book runs over 20 single-
spaced pages— listing, and insisting upon— hundreds
upon hundreds of standards a disk must meet in
order to be blessed by ANSI. (And thereby be taken
seriously by people who take disks seriously.)
In fact, if you'd like a copy of this formidable docu-
ment, for free, just let us know and we'll send you
one. Because once you know what it takes to make
an Elephant for ANSI . . .
We think you'll want us to make some Elephants
for you.
EEPHANT. HEflTYDUTYDISKS.
For 0 free poster-size portrait of our powerful pachyderm, please write us.
Distributed Exclusively by Leading Edge Products, Inc., 225 Turnpike Street, Canton, Massachusetts 02021
Call: toll-free 1-800-343-6833; or in Massachusetts call collect (617) 828-8150. Telex 951-624.
IF YOU'RE WAITING FOR THE
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V
Ifitrodttcifig Snooper Troops
detective series.
Edticatioiial games that turn ordinary
homes into Sherlock homes.
Where can you find educational
games that your Kids will really enjoy
playing?
Elennentary, my dear Watson. From
Spinnaker.
Our Snooper Troops detective games
are fun, exciting and challenging. And
best of all, they have real educational
value. 5o while your kids are having
fun, they're learning.
As a Snooper Trooper, your child
will have a great time solving the
mysteries. But it will take some
daring detective work. They'll
have to question suspects, talk to
mysterious agents, and even search
dark houses to uncover clues.
The Snooper Troops programs are
compatible with
-JSix
Apple,® IBM* and -..
Atari® computers and
provide your kids with everything they
need; a SnoopMobile, a wrist radio, a
Snoophet computer, a camera for taking
Snoopshots and even a notebook for
keeping track of information.
Snooper Troops detective games help
your children learn to take notes, draw
maps, organize and classify information
and they help develop vocabulary and
reasoning skills. All while your kids are
having a good time.
So if you want to find educational
games that are really fun, here's
a clue: Snooper Troops games are
available at your local software
store, or by wnting to; Spinnaker
Software, 215 First Street Cam-
bridge, MA 02142.
e 5plnnaher Soltuwre Corp. 1982
Spinnakeiis early learning
games will help make your children
as smart as yon tell eyeryone they are.
Your kids are pretty smart. '^Sfe^.
After all, they're your kids.
Spinnaker can help make them even
smarter With a line of educational software
thatklds love to play
Spinnaker games make the computer
screen come to life with fulf color graphics
and sound. And they're fun. Lots of fun. But
they also have real educational value.
Some of our games help exercise your
child's creativity. Others improve memory
and concentration. While others help to
improve your child's writing, vocabulary,
and spelling skills.
And every Spinnaker game provides
familiarity with the computer and helps your
children feel friendly with the computer
Even if they've never used a comput-
er before.
And Spinnaker games are compati-
ble with the most popular computers:
Apple,® Atari® and IBM*
Our newest game, KinderComp"*
(Ages 3-8) is a collection of learn-
ing exercises presented in a fun
and exciting manner.
Sj^^ '^^ Rhymes and Riddles'"
"• " ' (Ages 4-9) is a letter guess-
ing game featuring kids'
favorite riddles, famous say-
ings and nursery rhymes.
Story Machine'" (Ages
5-9) lets children write their
own stories and see them
come to life on the screen.
And rACEMAt^ER'" lets your
children create their own funny
faces and make them wink, smile,
wiggle ears (not your kids' ears,
the ears on the screen), etc.
And we're intro-
ducing new games
all the time.
So look for Spinnaker
games at your local
software retailer or by
writing to: Spinnaker
Software, 215 First St.,
Cambridge, MA 02142.
And show your kids
how smart their par-
ents really are.
We make learning tun.
Apple, iBH arid Atari are registKM tradeirwhi or Apple Computer, inc., IfNteffTflUpfui Btomtto nacfurvea Corp arvi Aiao. ux . rewecuvety
THE ONLY CHOICE FOR SERIOUS ATARI* OWNERS 1
iTiR^OSOIC
ELEaRONlCS, INC
January 1983 Vol. 5, No. i
FEATURES
26 Sound Synthesis Tom R. HalfhiJI
36 Writing Transportabfe BASIC Ecfward T. Ordmon
43 Mattel's New Home Computer Tom R. Halftiill
48 Atori's Sound System Jotin Scarborough]
52 VIC Sound Generator Robert Lee
56 Easy Apple Disk Space Messages Beirne L Konarski
EDUCATION AND RECREATION
58 Juggler Doug Ferguson
68 Sound On TheSinclair/Timex Arttiur B. Hunkins
71 Thunderbird Dave Sanders
84 Home Energy Calculator David Swaim
101 Waretiouse Automation Witti Personal Computers Timotl^y Stryker
126 Chiristmas Bird Count Jean B. I^ogers
134 Higti Resolution Turtle Groptiics David D. Ttiornburg
REVIEWS
136 Apple Educational Games Stieila Cory
138 Promqueen , Harvey B. Herman
140 Preppie- For Atari MikeKinnamon
142 Player ZX-81 ArttiurB. Hunkins
143 PET/CBM StandOfd Terminal Communications Package Harvey B. Herman
145 A Financial Wizard For Atari TinaHolcomb
COLUMNS AND DEPARTMENTS
6 The Editor's Notes Robert Lock
10 Ask The Readers The Editors And Readers of COMPUTE!
18 Questions Beginners Ask Tom R. Halfhill
21 Computers and Society David D. Tbornburg
44 The Beginner's Page: Myths About Programming Richard Mansfield
108 Friends Of The Turtle David D. Thornburg
116 The World Inside The Computer:
New Improved Computer Friend For Your Apple Fred D'Ignazio
119 Learning With Computers: Gentle Introductions To Programming Glenn M. Kleiman
124 Micros With The Handicapped:
Devefoping A Communications Program Susan Semancik & C. Marshall Curtis
171 Insight: Atari Bill Wilkinson
178 Telecommunications: Computers And Communication Michael Day
180 Machine Language: Speed Demon Jim Butterfield
183 Programming Ttie Tl C. Regena
187 Extrapolations: Tap ApplesofTs Heartbeat Keith Folkner
THE JOURNAL
146 Automate Your Atari Joseph J. Wrobel
-153 All About Commodore's WAIT Instruction Louis F. Sander
-156 WAITing On The VIC-20 And Commodore 64 Doug Ferguson
160 Apple Machine Longuage Memory Aid K, Lourash
-162 Supermon64 Jim Butterfield
186 Copy VIC Disk Files Roger L.Smith
191 Atari Lister Leroy J. Baxter
192 Pertect Commodore INPUTS Btaine D. Standage
196 Atari Aufonumber Barry Bernstein
198 VIC Super Expander Graphics Tim Parker
202 Download/Upload For The Atari Frank C.Jones
208 Commodore 64 Architecture Jim Butterfield
213 VIC Pencil Ken Bowd
216 Atari's Exponents MottGivi/er
217 ViC Personal Accountant Peter Mendall
220 CAPUTE! Mod if ications Or Corrections To Previous Artie les
222 How To Type COMPUTEI's Programs
223 A Beginner's Guide To Typing In Programs
225 Nev;:. ^ .'^roJijcis
236 Calendar
NOTE: See page 222
before typing in
programs.
GUIDE TO ARTrCLES
AND PROGRAMS
AT
V
AP
ATA/
ZX
C/ATA/
P
AP
AP
V
AT
ZX
P
AT
AP/PA/
AT
n
AP
AT
PA//64
V/64
AP
64
V
AT
P/V/64
AT
V
AT
64
V
AT
V
AP Apple, AT AtarLP PET/
CBM,V VIC-20, OOSl
C Radio Shack Color Com-
puter, 64 Commodore 64,
ZX Sinclair ZX-81, ' All or
several Of the above.
COMPUTE! The Journal for Progressive Computing (USP.S: .")372riO) is piihlislicct 12 times eacli ve;ir1)\ Siniill SvsiL-m
SiTvicts. liK.. I'.O. lidx fitim. CJrcenslmrcj. NC 27-4(0 U.SA. I'Ikiir-: l!ll>ir-'7.")-;iH()<l. l-;diu>ri;il Oltiii-s jti- Iik;i1c<I m
r>2.') I*'uli*iij Sirt'ct. (.ireonsfjijfd. NC: 27WS. Donie&ilc Subscripticms; I'J isMn->. 521). DO. St-iui Jiiiljsuipiion (jriicrs or
tliiingf of iiddrcss (I'.Cl. foriii 3.i79l to C:iri;u!:iiion Dt-jjt.. COMPUTE! Mui>.i/!iii-. I'.O. Box .VKMi, Grccnsburo, KC.
1^7 Hi;i. SltuikI class jjostagcpaid iii Ciieetisboro. NC:!J7-i(i:i .iiid jdditicjiijd iii.iiliiii; otjitcs. fcln^^rcL^nEcntscop^^i^^ll
t \W> 1)1 SiiiHil Svstcrll Services, lin. .All ri^iit.s rcst-rvrd. 1S.S\ IM U t-:ir)7\.
TOLL FREE
Subscription
Order line
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In NC9«- 276-9809
EDITORS NOTES
Announcing A Significant
New Magazine From
COMPUTE! Publications.
We've promised that 1983 would
be an exciting year and are now
willing to divulge one of the
reasons why. The Commodore
Gazette''" will premiere as a
monthly in the spring of 1983.
The Gazette will not impact
COMPUTE! editorially or alter the
current scope of COMPUTE!. The
Gazette is planned as a layper-
sons's guide to consumer com-
puting. It will.be written for be-
ginning and intermediate level
owners and users of the VIC-20,
64, and Ultimax computers. Reg-
ular features will include best
seller lists for recreational and
educational software, reviews,
new products, tutorials on home
and educational applications,
and much more. Written for
entertainment as well as educa-
tion. The Commodore Gazette,
while appealing to users wishing
to learn more about program-
ming and computers, will also
have continuing appeal for those
who simply want to obtain
maximum use from their com-
puters in a non-technical way.
Next issue we'll give you full
details on the new magazine.
COMPUTE! will continue to pre-
sent its normal excellent range
of information for the VIC-20
and Commodore 64.
A Call For Editors
COMPUTE! Publications, both
our magazine and book pub-
lishing divisions, is looking
for experienced staff members
for our growing editorial needs.
If you've been writing for
COMPUTE!, or if you have mean-
ingful editorial experience, we'd
6 COMPimi January. W83
like to see a resume as soon as
possible. We're specifically in-
terested in writers with experi-
ence using Atari, VIC-20, and
related computer hardware. We
are a progressive and growing
company, with an excellent
working environment and bene-
fits, located in the attractive Pied-
mont area of central North
Carolina. If you're interested,
please send a resume along with
work history, salary expecta-
tions, and other pertinent infor-
mation to Kathleen Martinek,
Managing Editor, COMPUTE!
Publications, Post Office Box
5406, Greensboro, NC 27403.
Your inquiry will be treated with
complete confidence. Mark the
envelope "Personal and Confi-
dential," please. Remember to
include samples of your writing.
We cannot accept any tele-
phone calls prior to submission
of a resume, and will deal only
with the individual interested in
the position. We do not wish to
work with personnel agencies.
Random Asides
You'll notice several enhance-
ments in this issue as part of our
continuing quest to better serve
our readers. Among these are
additions aimed at beginners,
"Questions Beginners Ask" and
a revised section on using our
program listing conventions
will become regular features of
COMPUTE!, , , . We're setting new
records again. Press run for this
issue is an astonishing 156,000
magazines. We had to declare
October, November, and Decem-
ber sold-out within weeks of pub-
lication date. It was only a few
months ago we were collectively
applauding the 100,000 mark...
New personal computers are on
the way from Mattel and NEC,
among others,,. Atari may be
dropping the rumored 600 given
recent changes in competitor
pricing. Look for a new com-
petitor to the Commodore 64...
Magnum publishes a monthly
list of the 100 best-selling com-
puter books in the US. It's com-
piled from industry sources.
COMPUTE! Books has five titles
in the top 100, and COMPUTEl's
First Book of VIC is number one
for the second month in a row.
Reader Service Cards
A first for COMPUTE!, In the
back of this issue, you'll find
reader service cards for the very
first time. Use them to request
additional information from ad-
vertisers. Simply look up the
advertiser in the advertising
index and circle the appropriate
number. Remember though, if
you're in a hurry to contact a
particular advertiser, it's prob-
ably best to write or call directly,
COIVIPUTEI's New Look
As you'll notice as you explore
this issue, we've made some
subtle and significant changes in
the overall design of the
magazine. We think you'll find
COMPUTE! even easier to read
and enjoy. Thanks to everyone
here for helping implement those
changes.
The Home Accountant:
The ^1 best-seller.
'-Sfe
Any home finance package will balance your
checkbook. But to become the #1 best-seller
you've 90t to be somethins special.
The Home Accountant™ is.
It's the only one that prints a net worth
statement and a personaFfinance statement.
So you know exactly where you stand
financially every day of the year. It will even
print your checks, automatically
Notonly that,The HomeAccountant™ lets you
label every transaction. Just imagine sitting
down to do your taxes and having every
penny you've spent and earned neatly listed
by category —and available at the touch of a
button. It's an incredible time-saver.
You can also create bar, line and trend
analysis graphs for every category— in color.
It's great for realistic budgeting.
Sound amazing? Wait, there's more.
Let's say you write a check to pay your
Visa.The Home Accountant" automatically
debits your checking account and credits
yourVisa account.
And it does this with every one of the two
hundred* budget categories; credit cards,
checking accounts, money markets, cash, rent
checks, insurance payments— you customize
your own financial package.
Check out The Home Accountant" soon.
You'll find it does a lot more than simply
manage your money.
It manages your money simply.
*The Home Accountant" is available for the
Apple il/IBM Personal Computer/Atari 400/
800 Computers/Osborne/TRS 80 Model III /
Commodore VIC64.The actual budget
capacities will vary with each computer.
Continental
Software
A Division of Arrays, inc.
<^=£J^
-_v~— n erf Wamc Cooununicmont.lncOibomc 11 a rcy.tf
VIC &« n • itirtWM RMMmcrfe of COflMWdo'* luuncii M«chinci, Im
p j It sells the most,
because it does the most!
Continental Software Co.,11223 South Hindry Avenue, Los Angeles, California 90045 Telephone (213) 417-3003 • (213) 417-8031
Publisher/Editor-in-Chief RobertC, Lock
Publisher'sAssistant AliceS.Wolfe
Senior Editor
Managing Editor
Features Editor
lectin ical Editor
Editorial Assistant
Program m ing Assistant
Administralive Assistant
CopyAssistonts
Associate Editors
Ricfiord Mansfield
Kottileen E. Martinek
TomR.Halfhill
Ottis R. Cowper
Ctiaries Brannon
Patrick Parristi
Vicki Jennings
Juan ita Lewis
Mary Parker
Jim Bufterfield,
Toronto, Canada
Harvey Herman,
Greensboro, NC
Fred D'lgnazio:
c/O COtvlPUTE!, P.O. Box 5406
Greensboro, NC 27403
David Thornburg
P.O. Box 1317, los Altos, CA 94022
Contributing Editors Marvin DeJong
Bill Wilkinson
GeneZumctiak
Arl Director/
Production Manager
Assistant
Artists
Typesetting
Illustrator
Production Assistant
Georgio Papadopoulos
irmaSwain
De Potter
Jean Hendrix
Terry Casti
Horry Sloir
DoiRees
Associate Publisher/
National Advertising
Soles ti^anager AndyMeehon
Advertising Coordinator /Mice S.Wolfe
Ad vertising Accou nts Bonnie Valentino
Sales Assistant Rosemarie Davis
Operations/Customer
Service Manager
Coordinator
Assistants
Stiipping & Receiving
Carol Lock
Ffon Lyons
Ctiristine Gordon
DorottiyBogon
Gail Jones
Ctiris Potty
Patty Jones
Jim Coward
Lorry O'Connor
Accounting Manager
Bookkeeper
Accou nti ng Assistant
Assistants
W. Jerry Day
Ellen Day
Linda Roquemore
Doris Hall
Rutfi Granger
Anno Harris
Small System Services, Inc. publlsties:
COMPUTE!
ThaJewnelFwn
COMPUTE! Books
Corporate office:
625 Fulton Street.
Greensboro, NC 27403 USA
Mailing address: COMPUTE!
Post Office Box 5406
Greensboro, NC 27403 USA
Telephone: 919.275-9809
Robert C. Lock. President
W. Jerry Day, Vice-President and Comptroller
Kattiieen E. Martinek Assistant To Ttie President
Sonja Wtiitesell, Executive Assistant
Coming In February
Special Games Issue:
How The Professionals
Program Games
Four Exciting Games:
Mastermaze, Slalom,
Copycat, And A Day
At The Races
VIC And PET High
Resolution Plotters
Atari SuperFont Plus And
Left-handed Joysticks
Apple High Resolution
Painter
Color Computer Relocation
Calculator
Subscription Information
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^^""' '■•.-/COMPUTE'
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AL DALTON
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HARRY BLAIR
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COMPUTE! Magazine
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Greensboro, NC 27403 USA
Auttiors of manuscripts warrant that all materiols submitted to COMPUTEi are originol materials with full
ownership rights resident in said outhors By submitting articles to COMPUTE!, authors acknowledge that
such materials, upon acceptance tor publicotion, become the exclusive properly of Small System Ser-
vices, Inc. No portion of this magazine may be reproduced In any form without written permission from the
publisher. Entire contents copyright ■/ 1982, Small System Sen/ices. Inc. Rights to programs developed and
submitted by auftiors are exploined in our author contract Unsolicited materials not accepted lor
publication in COIvlPUTE' will be returned if author provides o self oddressea, stamped envelope. Program
listings should be provided in printed form (new ribbon) as well as mochine reodable form. Articles should
be furnished as typed copy (upper- ond lowercase, please) with double spacing. Eoch page of your
article should bear the title of the article, date and name of the author. COMPUTE! ossumes no iiabiiity for
errors in articles or advertisements. Opinions expressed by authors are not necessarily those of COfVlPUTEI.
PET is a trademark of Commodore Business Machines. Inc.
Apple is a trademark of Apple Computer Compony.
ATAI?I is a trademark of Atari. Inc-
8 COMPUTE! Jonuory. 1983
AN INFORMATION MANAGEMENT SYSTEM
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Another powerful and indispensable feature is InfoPro's ability to
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Tel: (617) 444-5224
Telex: 951579
ASK THE READERS
The Editors and Readers of COMPUTE!
High Vs. Low Resolution
Could you explain the difference between hi-res
and low-res graphics?
Mike Porter
The esseutjnl difference is that when a computer does
not have the high resolution option, you are limited to a
set of built-in graphics characters. These characters,
like the letters of the alphabet, will be crisp and clear,
but you cannot create your own special characters.
A great deal can he accomplished, however, by
combining the different symbols of a built-in set. Cubes,
stairs, and many other pictures can be created. It's like
having perhaps 128 different shapes of paper. You can
put them together in thousands of ways, but you can't
customize them individually by cutting them 'with
scissors.
High resolution, on the other hand, permits you to
control the individual pixels (dots) anyzvhere on the TV
screen. This means that you can create detailed figures
of your oum design - perhaps the Greek alphabet or an
image of a starship - and that curved lines will look
more like true curves. High resolution generally adds to
the price of a computer, but does provide more flexible
graphics, more visual possibilities. Alternatively, it is
usually possible to add an optional high resolulio)!
capability to computers which do not offer it as a standard
feature.
Typing Programs From COMPUTE!
I have seen several programs in COMPUTE! that
have a "^ " symbol in them and there is no such
character on my keyboard. Did I miss it in the
instruction manual (I triple-checked)? This upside-
down V has stumped me. Also, what is the "-"
symbol for? 1 know that an underline means to
type the shifted version of whatever character is
underlined, but what do you do when "-" stands
alone?
Jim Lockridge
The "^" symbol indicates an "up-arrow" symbol (^ )
on Commodore computers and represents "to the power
of" something. Whenever you see it, type the key with
the arroxo pointing upxvardsivith respect to thekei/board.
Hold dozon the SHIFT key and hit the SPACE BAR
when you see an underlined blank. See the "COM-
PUTEI's Listing Conventions" page in each issue.
10 COMPUTEI Januory,i983
Atari 400: Can You Add Memory?
I am getting a computer in a few months, but I
have a problem. Can the Atari 400 be expanded to
hold more memory than it comes with? I con-
stantly see ads for RAM expansion boards, but
the ads for the 400 computer itself say "16K RAM
(non-expandable)." Well, which is it?
Scott Bonder
Officially, the Atari 400 cannot he internally expanded.
However, you can replace the 16K memory board inside
your computer with a 32 or 48K board. Atari does not
manufacture them, but several third party vendors do.
There is even a 64K RAM board sold. Be aware, how-
ever, that opening your Atari 400 to replace the board
might void your warranty.
How Can Ctiips Address 128K?
I have two questions, one of which has been
bothering me for some time. How can an 8-bit
chip such as the new MOS 6509 and 6510 address
more than 64K? Commodore's new P128 computer
will have 128K RAM. How is this possible? Al-
though the Commodore 64 has 64K RAM, you
have stated that only 38K (52K for M.L.) is avail-
able for programming. Does this mean that soft-
ware that had been embedded in ROM in previous
CBM machines must now be soft-loaded upon
power-up, or is it contained in a plug-in ROM
cartridge?
My second question is if programs written
for the Commodore 64 will run on the P128, and
vice versa. I am particularly interested in the com-
patibility of the various plug-in cartridges that
will become available.
Ron Dagostino
The 6510 chip will not address more than 64K of mem-
ory. The 6509 can, however, through a technique known
as "bank switching," whereby large blocks of memory
(banks) may have the same addresses. The micro-
processor must then select which to use from among the
banks. Details on exactly how the 6509 snakes this selec-
tion are not yet available.
In any case, the 64K limit on memory addressing
is not because the 6500 family of chips are eight-bit
processors. Rather, it is a result of the chips having 16
address lines (2^^ = 65536). For example, the 8086
lASTNiGHT We Exchanged Letters iwth
mom,Then had a party for
Eleven people in nine different States
AND ONLYHADlOmSH ONE GLASS...
That's CompuServe, The
Personal Communications
Network For Every Computer
Owner
And it doesn't matter what kind
of computer you own. You'll use
CompuServe's Electronic Mail system
(we call it Email™) to compose, edit and
send letters to friends or business
associates. The system delivers any
number of messages to other users
anywhere in North America.
CompuServe's multi-channel CB
simulator l)rings distant friends together
and gets new friendships started. You
can even use a scrambler if you have a
secret you don't want to share. Special
interest groups meet regularly to trade
information on hardware, software and
hobbies from photography to cooking
and you can sell, swap and post personal
notices on the bulletin board.
There's all this and much more
on the CompuSen,'e Information Service.
All you need is a computer, a modem,
and CompuServe. CompuServe connects
with almost any type or brand of
personal computer or terminal and
many communicating word processors.
To receive an illustrated guide to
CompuServe and learn how you can
subscribe, contact or call:
CompuServe
Information Service Division, P.O. Box 20212
5000 Arlington Centre Blvd.. Columbus. OH 43220
800-848-8990
In Ohio call 614-457-8650
An H&B Block Company
Apple Compuier Inc., 20325 Matiani Awnue, Cupenino, California 95014
Vol. 1 No. 2
Foi the authoriaa Apple dealer nearest vou. call 800-538-9696 (800-662-92 38 in CilifornLa..>
Fruitful Connections*
There are more people in more
places making more accessories
and peripherals for Apples than
for any other personal computer
in the world.
Thanks to those people —
in hundreds of independent
companies — you can make the
humblest 1978 Apple II turn tricks
that are still on IBMs Wish List
for 1984.
But now we're coming out with
our very own line of peripherals
and accessories for Apple* Personal
Computers.
For two very gpod reasons.
First, compatibility. We've
created a totally kluge-free family
of products designed to take full
advantage of all the advantages
built into every Apple.
Second, servace and support.
Now the same kindly dealer who
keeps your Apple PC in the pink
can do the same competent job
for your Apple hard-disk and your
Apple daisywheel printer.
So if you're looking to expand
the capabilities of your Apple II
or III, remember:
Now you can add Apples to
Apples.
Gutenberg would be proud.
Old Faithful Silent^'pe* has now been joined by New Faithfuls, the
Apple Dot Matrix Printer and the Apple Letter Quality Printer
So now, whatever your budget and your
needs, you can hook your Apple to a printer
that's specifically designed to take advan-
^ \ -^^^ _^„-.* '■^8^ *^^^ ^^ features built into your
^\ ^R>-#'"*'^ lllllilii Apple. With no compromises.
VK Lp IpIL The 7x9 Apple Dot Matrix
^j^lH^ _^__,--'-''" Printer is redefining "correspondence
^-"^ quality" with exceptional legibility.
144x160 dots per square inch, it can
ilso create high resolution graphics.
The Apple Letter Qualiry Printer,
.''•[^which gets the words out about 33%
raster than other daisywheel printers
in its price range, also offers graphics
capabilities. See your authorized
Apple dealer for more information and
demonstrations. Because, unfortunately, all
: news fit to print simply doesn't fit.
A joy to behold.
The new Apple Joystick 11 is
the ultimate hand control device
for the Apple II.
Why is it such a joy to use?
With two firing buttons, it's
the first ambidextrous joystick —
just as comfortable for lefties
as righties.
Of course, it gK'es you 360°
cursor control (not just 8-way like
some game-oriented devices) and
full X/Y coordinate control.
Arid the Joystick II contains
high-quality components and
switches tested to over 1,000,000
life cycles.
Wliich makes it a thing of
beaur^'. And a joystick forever
©1981 Apple QimpuiL-thK
^ the creek
iwithout
paddle?
Or Icic in space? Or down in
the dunions?
W'TiaJever your games, you'll
be hapE» to know that someone
has fineJy come out with game
paddlefbuilt to hold up under
blisterilg fire. Without giving you
blistersi
Apflle Hand Controller II
game paldles were designed with
one receit discovery in mind:
claying games get
I can squeeze very, very
ana
Peopl
excited
hard.
So we
rugged
to 3,000,1
them for h
the firing
side for m
Soyoi
ide the cases extra
ised switches tested
[life cycles. We shaped
ling hands and placed
itton on the right rear
;imum comfort.
Il never miss a shot.
A storehouse of knowledge.
If you work with so much data
or so many programs that you find
yourself shuffling diskettes con-
stantly you should take a look at
Apples ProFile™ the personal
mass storage system for
the Apple III Personal
Computer
TTiis Winchester-based
5-megabyte hard disk
can handle as much data
as 35 floppies. Even more
important for some, it
can access that data
about lO-times faster
than a standard floppy
drive.
So now your Apple
III can handle jobs once
reserved for computers
costing thousands
more.
As for quality
and reliability, you need only store
one word of wisdom:
Apple.
Launching pad for numeric data.
Good tidings for crunchers of
numerous numbers:
Apple now offers a numeric
keypad that's electronically and
aesthetically compatible
with the Apple II
Personal Computer
So you can enter
numeric data
faster than
ever before.
The Apple
Numeric Key-
pad II has
a standard
calculator-
style layout.
Appropriate,
because unlike some other key-
pads, it can actually function as a
calculator
The four function keys to the
left of the numeric pad should be
of special interest
to people who use
VisiCalc." Because
they let you zip
around your
work sheet more
easily than ever,
adding and
deleting entries.
With one
hand tied be-
hind your
back.
ViiiGik 14 a rt*i;iH(.*rcd trademark uf VisiCtirp. Inc.
microprocessor used in the IBM Personal Computer
provides a 20-bit address which can directly address one
megabyte of meinon/ (2-^ = 1048576).
The Commodore 64 has 64K of memory. BASIC
ROM takes up part of this space, and quite a bit of RAM
is used by the computer for pointers, screen memory,
sprites, etc. This is why only 38K is normally available
to the user. (See COMPUTE!, October 1982, for a 64
memory map.) You can bank-switch the 64 by POKEing
address 2 . POKE 1,6, for example, makes BASIC go
away and the RAM "behind" it is available. The bottom
three bits of address 1 are memory control bits and direct
the computer's attention to the available alternatives.
Of course, what takes control of the machine when
BASIC is gone is up to you.
Eookfor an article on controlling the 64's "hidden"
RAM in an upcoming COMPUTE!.
Commodore is not yet sure 'whether the P128 will
be softioare compatible with the 64.
Can Atari Make Tapes For Other
Computers?
It is rr>y understanding that the programmable
tone generators in Atari also generate the baud
rate and tones used for cassette recording. If this
is so, it should be possible to save programs in
Kansas City Standard or other two tone formats,
making possible the use of Atari editing features
to prepare cassette tapes for other computers.
How can this be actually done?
Steven S. Coles
While the Kansas City standard cassette interface is in
use by mam/ computers, it should be noted that it is far
from a full standard. Most computers deviate from the
original standard one way or another. One nearly u}\i-
versal deviation is to operate at 1200 baud rather than
the original 300 baud spec.
The Kansas City standard uses a frequency of 1200
Hz to indicate a "0" bit and a frequency of 2400 Hz to
indicate a "1" bit. The frequency change is performed
when the waveform crosses the zero voltage level. The
actual data transfer is usually done through as USART,
but it is quite pwssible to simulate this in software. At
this point loe run into a brick wall: just about everybody
saves the data on the cassette in their own way, so you
will have to find out what method is used for the com-
puter you wish to adapt to. If at this point you are still
interested in giving it a go, I suggest you go down to
your local library and drag out the April 1977 issue of
BYTE. On page 40 you will find an excellent article by
Carl Helmers on how to do it.
VIC Custom Characters
I recently added 8K to my VIC-20. This causes
new locations in RAM to be assigned to the start
of BASIC, the screen area, and color control area.
There is a technique for using custom charac-
ters on the 5K VIC-20 that involves moving down
the end of the BASIC RAM working area from
page 30 to page 28 and loading pages 29 and 30
with the custom characters. Every custom charac-
ter program that I've seen uses this technique -
POKE 56,28:CLR.
Both the screen RAM and custom character
area must be located below page 30 in RAM to
work. Unfortunately, with the 8K expansion (and
without 3K) there is no space available below page
30. The obvious thing to do is to relocate the start
of BASIC text from page 18 to page 30, since with
8K the top of RAM is page 64. This appears possi-
ble by changing locations 44, 46, 48, and 50 from
18 to 30. Unfortunately, it doesn't work. The RUN
command results in a Syntax Error and GO TO
yields Syntax Error in statement 0. (LISTS do work
though.)
This wordy prelude leads to my question: Is
it possible to have custom characters {and alternate
screens) with the 8K expansion (and without the
3K)? If yes, how?
Dick Gough
Several readers have inquired about this. Unfortunately,
there is no known solution at this time. Several pro-
grammers arc currently working on this problem and
xve'Il publish the a)iszver as soon as it is solved.
A Time-saving Tip
I'd like to share a trick I learned from the pro-
grammers who did our business software.
Make the first line in your program a REMark
statement containing your SAVE command. For
example:
10 REM SAVE 6, 'iNVENTORY",D80
or
1 REM SAVE "INVENTORY",!.!
Then, whenever you make a change you
don't have to remember where and how to save
your program. Just LIST the first line, blank
out everything before the SAVE command, and
execute. It works equally well with tape or
diskette.
Linda Johnson
Atari's Right Cartridge
Aside from "Monkey Wrench" [a programmer's
aid package from Eastern House Software], does
anyone know of any cartridge that goes into the
right slot on the Atari 800? Does Atari have any
14 COMPUn! Jonuarv.1983
We've Got More Than A
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Percom Data Corporation believes yotir Atari' none cornputer is more than just
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Percom Data has been manufacturing disk-drive systems, and other accessories
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The Percom Data AT-88 combines Percom Data quality and reliabiiity at a price
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The Percom Data AT-e8 offers 88 Kbytes (formatted) in singfeKlensity, with ptug-
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plans to ever utilize this slot, or was it an idea
that didn't pan out?
Bill Lukeroth
Tlje problem loith the right slot is that the Atari 400
doesn't have one. Atari has cxudeiitly abandoned appli-
cations for the right slot since such an application could
not be used on the 400. Atari is conwiitted to supporting
both machines equally. Also, because a full 16K can be
put on the left cartridge, it alone is enough space for
most applications.
Commodore Time
I have a VlC-2.0, On several occasions 1 have at-
tempted to tally the amount of computer time
utilized via the TI and Tl$ functions.
Could you explain first the purpose of TI?
Can it be modified manually - set to zero? What
does a printout of 1429292 mean? What is its re-
lationship to realtime and TI$?
Secondly, is TI$ supported to count realtime?
If so, can you explain why 6 hrs. 31 mins. would
show up on TI$ as 063639?
Lastly, is there any way to maintain a cumula-
tive tally on the svstem of aggregate "on-time"?
D. L. Branam
You can tell Commodore computer's special time vari-
able, TI$, what time it is (or set it to zero so it can keep
track of how long the system has been on) by treating it
like an ordinary string variable. For example:
TI$ = "033000"
would let the computer know that it was 3:30. This can
be done either from zoithin a program or by just typing
it in from the keyboard in "direct mode." The string is
arranged "HHMMSS" for the positions of hours, mi-
nutes, and seconds. It ivill take ainjthing up to 240000
hours and must include all six numbers, even if a zero
is in the first position as in the example above.
You can print out the time in a variety ofioays.
Here's one:
?LEFT$ (TI$,2) "/" MID$ (TI$,3,2) "/" RIGHTS (TI$,2
or just:
?TI$
TI is the numeric clock variable. It is set to zero
when power is first turned on or tohen you reset the
clock: TI$= "000000". The number in TI is counting
time in llbOths of a second. To sec TI:
10 ?"[HOMEr' TI: GOTO 10
Six hours 31 minutes should be 063100 when TI$ is
printed out.
Atari Memory Expansion Problems?
I own an Atari 800 with 16K memory and am care-
ful about the quality of products I buy for my com-
16 COMPUIil jQnuarv.1983
puter. There seems to be a rumor going around
about the 32K RAM memory board made to fit
the 800 model. I've heard that adding this board
can cause errors to occur in the computer's per-
formance. Please tell me if it's true and, if so, how
or why it happens.
Allen Levy
We have heard of no problems related to the use of a
32K board on an Atari 800. These expa)isio)! boards are
not manufactured by Atari, but rather />i/ third parly
vendors. The requiremotts of an Atari board are fairly
specific: they nuist not use too nntch power a)ui they
have to be fast enough (200 ns. or better). We haven't
heard, though, of problems relating to expanding mem-
ory xoith these products.
INPUT That Puts Anything In
Here's an interesting Commodore input routine
that I'd like to share with you. Ever notice that
when you INPUT a string which has a comma or
colon that the computer only takes in the part
before the punctuation and then prints EXTRA
IGNORED?
Here's how to get around it. Say you want to
INPUT C$:
10 GOSUB1000:C?=B$
20 PRINTB?:END
1000 B$=""
1010 GETA5:IFA5=""THEN1010
1020 PRINTA$r
1030 IFA$=CHR$(13 )THEN RETURN: REM 13 MEANS THE
RETURN KEY WAS TYPED
1040 B$=B?+A$
1050 GOTO 1010
When you run this, you don't get the normal
question mark. Now you can put in anything you
want, but don't use AS or B$ any place except in
this subroutine. Whenever you want to put in a
string, GOSUB to 1000 and, when you come back
with RETURN, just let the string you're looking
for (C$ in this example) be equal to B$.
George Trepal
This INPUT routine is great for people zvho will want
to use a computer prograju, but don't know about avoid-
ing commas, etc. Whatever they type, the program loill
take it in ivithout stopping and going to an error message
and then saying READY. It's also possible to use delete
and insert to correct errors (hut these "characters" will
be included in the final string).
To prove it, run this and type TEST the first time.
Then, when the program emis, type: ?LEN(BS) to see
how long B$ is. You will get four as theansxocr. Now
run it again and type TESX and then use the delete key
to change the X back to a T. ?LEN(B$) will nozv give
you a six because B$ still co)itains the X and a character
for a delete. You don't )wtice these extra characters,
though, because ivhen B$ is PRINTed, it puts the X on
the screen and then deletes X, replacing it with T. It's
too quick to see. ^
HOW TO IMAKE YOUR VIC-20
\ f ?
Right out of the box, your
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Expansion Chassis
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EXPANSION CHASSIS lets you use 4 cartridges
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MEMORY CARTRIDGE boosts your brainpower
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VIC-20 is a registered trademark of Commodore Computer Systen
Questions Beginners Ask
Tom R Halfhill, Feotures Editor
Are you thinking about buying a computer for the first
time, but don't knoiv am/tliiiig about computers? Or
maybe you just purchased a computer and are still baffled
by what personal computing is all about. Starting this
month, COMPUTE! will tackle some questions which
xvc are most frequently asked by beginners.
of computer were dearly superior, and if we at
COMPUTE! were in a position to know about it,
then it stands to reason that all of our editors
would own that computer. But in fact, both at
work and at home, we own and use many different
computers. 'Nuff said?
Q: Which is the best computer to buy?
Al The best one for your needs.
Seritiusly, we're not trying to duck the ques-
tion. People ask us this all the time, in letters,
telephone calls, and at computer shows we attend.
We get the feeling thev are never really satisfied
with our answers, since what they really want to
hear is something like, "Buy the Atapple ZX-20,
it's definitely the best one." Unfortunately, we
cannot give such an answer. For one thing, since
COMPUTE! covers many machines, the magazine
must maintain objectivity. But more importantly,
there is no one right answer. All the computers
have their own strengths and weaknesses, and all
computer buyers have - or should have - their
own ideas of what they need in a computer. We
think nearly anybody who buys one of the major
brands with a clear idea of his or her needs will be
satisified with the purchase.
The key is to identify your needs and desires.
If game-playing will be a major use of your com-
puter, then color graphics and sound will be im-
portant features. Someone primarily interested in
word processing may well have no need for either
feature.
If you've looked hard and long at the various
computers in a certain price range and still can't
decide between them, then perhaps the differ-
ences are too slight to matter anyway. Or maybe
you should base your decision not on the
hardware, but on the available software. If the
computer will be used primarily for educational
purposes, and you're attracted by a particular line
of educational programs, you may lean toward
• the computer that those programs are designed
to work on. The programs may not be compatible
with or available for another machine.
If you still think we are sidestepping the
whole question, then consider this: If one brand
18 COMPUTI! January. 1983
Q: What are PEEK and POKE?
A! PEEK and POKE are words (instructions to the
computer to do something for you) in a computer
programming language known as BASIC (Begin-
ner's All-purpose Symbolic Instruction Code).
BASIC is the standard language on home/personal
computers. PEEK and POKE allow you, as a
programmer, to work directly with the computer's
memory.
PEEK allows you to examine the contents of
a single memory location (known as a "byte").
Each memory location in a computer has a num-
bered address, sort of like houses in a city. In
turn, each memory location stores a number which
usually has something to do with the operation of
the computer or a computer program. If you type
PRINT PEEK (8502), the computer will PRINT on
the screen the number stored in that address.
Therefore, PEEK is often used in programs to
determine if a certain number is stored at a par-
ticular location, usually as a prelude to changing
the number to achieve some desired result.
POKE is the word that allows you to make
those changes, to change numbers stored in loca-
tions in Random Access Memory (RAM) - that
part of a computer's "user memory" which can
be changed by the programmer. For example, if
you type POKE 82,0, the number 0 will be stored
at memory location 82. POKEs can often change
some facet of the computer's behavior. Since each
model's memory is arranged differently, PEEKs
and POKEs will not achieve the same results on
different computers (in the above example, POKE
82,0 will make the left screen margin zero on an
Atari).
Q: What is a CONTROL key?
A: A CONTROL key (often abbreviated CTRL) is
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Apple II IS a registered trademark ot Apple Computer, Inc. Atari Is a reglslereii Irademark ol Atari, lr)C.
a special key found on many computer keyboards.
In effect, it works something like a SHIFT key.
Just as a SHIFT key adds a function to a regular
key - i.e., changes a lowercase letter to uppercase,
or changes the "4" key to a dollar sign - the CON-
TROL key also is used in combination with another
key to select an additional function or symbol.
These functions and symbols vary among
different models of computers. For example, hold-
ing down the CONTROL and "C" keys on an
Apple II will usually stop (or "break") a BASIC
program which is running. CONTROL-C on an
Atari will print on the screen a small graphics
character resembling the lower right corner of a
box. On a Commodore VIC-20, CONTROL^C has
no effect; another special kev is used instead to
print graphics symbols. The manual which comes
with every computer explains the functions of its
special keys. ©
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Computers And Society
David D, Thornburg, Associate Editor
The Computer As A Tool For Discovery
The notion that the development of low-cost com-
puters is "revolutionary" is not a new one, but
the word revolutionary is used so much that one
is likely to dismiss it as pure advertising hype
along with words like "new" and "improved."
And yet those of us who have been involved with
this industry since its inception are aware that the
development of the personal computer is not, by
itself, revolutionary just because it may bring
computer technology into people's homes.
"Revolutionary" is a special word - it implies
that a technology or tool causes far-reaching
changes in many aspects of our lives.
The development of the steam engine was
revolutionary; the development of steam cleaning
for carpets was not. The development of the tele-
phone was revolutionary; the development of the
answering machine was not. The development of
the airplane was revolutionary; the development
of in-flight entertainment was not.
Computer technology has had an impact that
reaches far beyond the world of the computer
itself. Computer users in industry and academia
have known this for many years. Now that the
power of the computer has reached the home,
can we expect that people will start thinking about
their world differently?
I think so.
The computer will help people to explore
ideas that they wouldn't begin to explore if the
computer hadn't given them the leverage to start
thinking about them.
Beauty And Practicality
As an example of this, let's explore the develop-
ment of a new field of mathematics called "fractal
geometry." I have touched on this branch of
mathematics in the "Friends of the Turtle" column
a few times. I am intrigued by it because it deals
with topics of considerable beauty and practical
interest. Its seeds were planted a hundred years
ago, but it was only after the development of the
computer that anyone was able to begin to advance
this field beyond the crudest level.
I realize the risk of illustrating a computer
application based on mathemetics, since it tends
to reinforce the erroneous concept that computers
are primarily mathematicians' tools. The only
reason for pursuing this example is because it is
an interesting story in its own right.
In the late 1800s mathematicians were ex-
ploring some questions that went to the very
foundations of geometry. One question of interest
was if one could construct a curve that would fill
a plane. At first thought, the idea of filling a two-
dimensional surface with a curve made from a
one-dimensional line is as absurd as asking for a
roll of optically flat steel, or asking how many
angels can dance on the head of a pin.
To the Italian mathematician Guiseppe Peano^
this was a most intriguing question. In 1890 he
published a proof that space-filling curves were,
in fact, possible - that one could construct a curve
that has the dimension of a surface. While this
proof attracted the attention of several other
mathematicians, the bulk of the academic com-
munity abhorred the thought of such "ill-
behaved" curves.
In 1904 Helge von Koch continued the pursuit
of strange types of functions by publishing the
discovery of the "snowflake" curve. This curve is
created by preparing successive generations from
a simple motif. The rule to be followed is that
each new generation is made by replacing each
straight line in the previous generation with a
copy of the motif itself.
Januorv.W63 COMPUTEI 21
If this process is carried on to infinity, one
gets a very strange curve indeed. First, the curve
is everywhere bumpy - there are no smooth re-
gions. Second, even though the curve has clearly
defined boundaries, it has infinite length. Third,
the curve has a "dimension" that is intermediate
between that of a line and a surface. To mathemati-
cians of the early twentieth century, this curve
was monstrous. To the contemporary mathemati-
cian Benoit Mandelbrot, it represented the need
for a new field of mathematics, to be called fractal
geometry.
The history and development of this field is
beautifully illustrated in Mandelbrot's new book.
The Fractal Ceometiy of Nature (W. H. Freeman,
San Francisco). Through the pages of this richly
illustrated volume, the reader is treated to a new
way of thinking about geometry and nature.
For example, if you want to model a coastline,
you are far better off to use a fractal curve than a
smooth approximation, simply because coastlines
are not smooth. Coastal lengths depend on the
ability of the measuring stick to follow the nooks
and crannies along the way. A coarse measuring
stick gives a result corresponding to an early gen-
eration of a fractal curve. As the length of the
measuring stick gets smaller, the total measured
length of a coastline grows ever larger. This is
also true for fractal curves.
Where does the computer fit in all of this?
The notion of defining a curve in terms of itself
may challenge the imagination, but it has a simple
implementation in computer programming called
recursion. Furthermore, the speed and accuracy
with which computer-driven plotters can graph
the various stages of curves free the mathematician
to study their properties without being bogged
down in drafting.
Computer graphics plays another pivotal role
in the practical application of fractal geometry as
well, since it is the tool that allows the creation of
the simulated landscapes seen in movies such as
Star Trek II. This practical application of a branch
of mathematics would not have been possible
were it not for the computer.
Those of you who read "Friends of the Turtle"
know that fractal curves can be created on home
computer systems using turtle graphics. Their
expression in languages such as Logo is quite
simple, and Mandelbrot's book provides hundreds
of challenges for the interested programmer.
It is important to keep the role of the computer
in perspective. The reason that these curves were
not explored in depth in the early 1900s is that
there was no appropriate too! to aid in their ex-
ploration. Now that the computer has made the
study of fractals accessible to millions of people,
one can expect the field to advance rapidly.
I Call It Kring
1 saw a T-shirt that carried the message: "Recur-
sion is a way of expressing the infinite in finite
guise." My friend Sam Savage (the computer
scientist/mathematician that invented the jigsaw
puzzle called "Shmuzzles") likes to play with the
infinite recursively. While I have used Logo to
tinker with the latest of his ideas, you may wish
to implement them mechanically.
Consider The Kite
Your normal garden
variety kite is on the
end of a string that
droops gracefullv in
an arc.
o
^^' This is fine for garden
'^-— "^ variety kite fliers, but suppose
A^ you wanted to make the string
/ \ straighter. One way to
accomplish this would be to add a
second kite in the middle \,
of the string. Because f^^^
each kite would carry '^^
less weight, they would
each be smaller.
\.
But we still have some
droop in the string,
so we can add two
more kites. •''■
o
f
\
And two more
A
/\
22 COMPUIH Jo™aiv.1'B3
If you're ready to learn intermediate BASIC programming
STEP BY STEP TVVO
IS READY FOR YOU!
In Each
Parentheses,
Choose One:
Ifyou'reoneofthc
(happy, smart, ecstatic
thousands who
learned (quickly,
clearly, non-boringly)
to use their APPLE
computers with our
beginners' BASIC
tutorial, The New
Step B]^ Step, then
we (know, believe,
swear) that Step By
Step Two is ready to ( ease, breeze,
squeeze) you into the (advanced, inter-
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POKE, hexidecimal numbers, concaten-
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On the other (hand, foot) if you didn't
(grow with, thrill to. involve the whole
family in) the PDI (learning, hands-on.
fun ) experience, here's what you missed:
• Teaching techniques that teach ?
• Involvement you enjoy
• Sounds that spur you on
■ Graphics that simplify
the complex
■ Animation that makes
this tutorial a stimulating
experience.
■ A friendly voice that guides
you to course completion
The Step By Step Two program
works this way:
• the computer program sets up screen
displays or sample programs for you.
the cassette voice
tells you what's
happening,
you (deal with,
figure out. guess at)
the answer.
the computer
(praises, pans) your
work.
you (peruse, plunge
into, practice in) the
Work Book.
after each lesson,
you're (quizzed,
queried, questioned).
- you're then (prepared, practiced,
primed) for the next lesson.
• the final exam reveals all (superstars,
slackers).
There's lots to learn in Step By
Step Two:
• PEEK & POKE -CHRSandASC
• Default values functions
• Memory map ■ control
CALL program characters
ASCII codes .RAMvsROM
■ hexidecimal numbers
■ machine monitor
• string logic
• string arrays
• high resolution graphics
• screen memory
But don't take our {word,
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(good, great, grand) the Step By Step
'Apple is a trademarii of Apple Computer Corp.
method is. Listen to our (critics,
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If you want to move ahead in BASIC
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Step By Step Two is available at fine
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And so on, reducing the
area of each kite and
placing them closer and
closer together.
If we keep repeating this process,
we will end up with a substance I call kring-
a combination kite/string that rises /
straight up in the air as it is ./
unfurled.
Now that's revolutionary!
AREN'T YOU LUCKY
GAME DESIGNERS
THE MIRACLE OF CREATION
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INTRODUCING A GAME DEVELOPMENT
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joxTRiorEir /iPe piiAnets
A space, adventure, and arcade action game
L for your AEASI® 400/800'"" personal computer.
Wliat is your favorite type of game; space,
arcade, or adventure? "Journey Tb The
Planets" presents an Intriguing combination
of an tHree as you find yourself on a strange
planet in a strange universe. Luckily, the
Ipcal gods are friendly and supply you with
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you agree to search the universe for treasures
for the gods. Board yo\ir ship, take off,
accelerate through the upper atmosphere and
out into space. Tour flight should take you
past many other inviting planets. With a slow
approach and skilled maneuvering, you drop
down through the planet's sky to a soft
landing on its surface. XHsembark and wander
through several TV screens full of mystery
and excitement. A different adventure aiwaits
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Planetary adventures are designed to exercise
your puzzle solving Intellect, with arcade
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Although you are given as much time as
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who are speedy.
After you capture all the treasures this
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that you can convince them to send you back
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Available from your local Atari retailer or
send $29.95 in check or money order
(California residents add 6V«% sales tax) to
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Atari and 400/800 " are trademarks of AIARl, Inc.
A 32K assembly language
I »> ti»i j?rrt ,\i,\t ^%ni(-At%f»^
AEABI" 400/800 "computer.
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Tom R Halfhill, Features Editor
Synthesized computer musk is a recent development,
but inventors have been working on "synthesizers" for
decades. Today's home computers and microchips are
now starting to open a neiv world of music and sound
for everyone.
Hal Chamberlin, a leading authority on com-
puterized music, remembers the days when ad-
venturesome programmers used transistor radios
and even line printers to squeeze music from their
early computers.
"People used to tune a little AM radio to an
open frequency and hold it next to their spacebars
and listen to the sound of [program] loops/' recalls
Chamberlin, vice president of engineering for
Micro Technology Unlimited in Raleigh, North
Carolina.
The method worked because pulses flowing
through the computer's logic circuits would emit
radio frequencies which "leaked" from the com-
puter into the radio's receiver. The programmers
on these early IBMs - fiddling around when the
boss wasn't looking - soon learned they could
play different notes and tones by writing little
machine language programs with carefully timed
loops.
"They even used to make music by 'playing'
the printer," says Chamberlin. "They found out
they could control the little hammers in the print-
head with a machine language program. So they
wrote programs to fire the printhead hammers in
a certain pattern to create rhythms.
"Of course," he adds, "it wasn't so great on
the printheads."
Such experiments seem crude, even quaint,
in this day of computerized music synthesis and
home computers with built-in, multiple-voice
sound synthesizers on a chip. But these early
efforts illustrate that today's "modern" sound
devices are really the result of years of research,
inventing, and just plain fooling around.
In fact, people have been working on sound
synthesizers since the 19th century. And although
today's computerized synthesizers seem incredi-
bly advanced in comparison, the leading ex-
perimenters in the field believe electronic music is
only starting to make itself heard.
26 COMPUTEI Jcnuar¥.lP83
Telharmoniums, Theremins, And
RhythmJcons
The first music "synthesizer" was built between
1896 and 1906 by American inventor Thaddeus
Cahill. Hecalledita "Telharmonium."TheTelhar-
monium is to modern synthesizers what ENIAC
is to modern computers. The Telharmonium
weighed more than 200 tons, and moving it to
New York from Cahill's lab required several rail-
road fla tears.
Since the Telharmonium was a pre-electronic
instrument, it functioned by means of electric
drive motors, pulleys, belts, and gears. Yet it was
similar in basic concept to today's synthesizers. It
was polyphonic (as opposed to monophonic), mean-
ing it could play more than one note at a time and
thus create chords. It was equipped with a stan-
dard music keyboard, but the controls were so
complicated that it took two people to play the
thing.
The loudspeakers worked mechanically, and
the machinery required to generate enough cur-
rent to drive the speakers was so noisy that part
of the Telharmonium had to be housed separately
from the listening room. Unfortunately, after ten
years of Cahill's work, the Telharmonium was a
commercial failure.
For one thing, it was obsolete soon after it
was finished. The diode tube was invented in
1904, followed by the triode tube in 1915, which
made electronic amplifiers possible. It wasn't long
before tube-powered electronic instruments began
appearing.
The most successful of these was an instru-
ment invented between 1920 and 1924 by Leon
Theremin, originally called an "Etherophone" or
"Thereminovox" but now known simply as a
"Theremin." This odd instrument was played
without being touched - the musician passed his
or her hands through the air near two antennas
which controlled the pitch and volume. To say
the least, this made a Theremin very hard to play,
since there were no pre-defined notes like the
keys on a piano or the frets on a guitar. Still, There-
mins became popular in the late 1920s.
Leon Theremin invented another electronic
instrument in 1931 - the "Rhythmicon," the first
electronic rhythm instrument. The Rhythmicon
was quite sophisticated with features which have
appeared on rhythm synthesizers only recently.
5
That^ why Apples and Ataris are saying:
B "Talk Is Cheap"
PrS CALLED
THE SOFTWARE AUTOMATIC MOUTH,
S.A.M. FOR SHORT
Its a high quality speech synthesizer
entirely in software. You use it
as a software utility, load it inio RAful.
and then use your machine as usual,
except now you can make your pro-
grams talk. It generates the speech
sounds on demand, so there is no limi!
to what it can say.
When you hear S.A.M., you'll prob-
ably agree that it sounds better than all
the hardware speech synthesizers for
Apple or Atari computers. And. it has a
truly remarkable price.
VOU CONTROL INFLECTION.
PITCH AND SPEED
With its user-vanable inflection. S.A.I*/1.
can accent words on the nght syllable
and emphasize Ihe important words in
a sentence.
You can also make S.A.fVl.s speech
higher or iower. and faster or sfower.
over a wide range of settings.
USE EASY PHONETIC INPUT
OR PLAIN ENGLISH TEXT
S.A.M. understands a simple phonetic
spelling system, not a mysterious
alpha-numeric code. S.A.M. helps you
learn phonetic spelling by showing you
your mistakes, and the owner's manual
gets you started with an English-to-
phonetics dictionary ol 1500 words. So
its easy to make S.A.M. produce
exactly the sounds you ^p^
want, ^^ M
But suppose you ^^ Mi
want to type ordinary ^^'
English, or you want h,— ,— - , ^
your machine to read a
word processor file
aloud. The S.A.M.
disk comes with RECI- ;
TER, an Englisti lexl-
to-speech conversion
program that lets
S.A.M- speak from .
plain English text.
SAM
ADD SPEECH TO YOUR PROGRAMS
WITH EASE
In a BASIC program, you add speech
with just a couple of commands. In a
machine language program, its just as
easy S.A.M. comes with four demon-
stration programs to show off its dis-
tinctive leatures and help to write your
own talking programs. Write adventure
games with talking characters, educa-
_. ^ tional programs that
njl explain aloud, or
I JYVi utililies with spoken
prompts - put your
imagination to work.
. S-AuB
You can order
S,A.M. directly from
DON'T ASK. Add
$2.00 for shipping and
haridling to your check
or money order (or
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Hear S.A.M. at your favorite computer store today!
Dealer inquiries welcome.
S.A.M. for the Apple ll/ll-^
Includes an B-bit digital-to-analog con-
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Only S124.95
Requires 48K. disk. (S.A.M. takes up to
9K; RECITER 6K.) You will also need
a speaker.
S.A.M. for the Atari 400/800
S.A.M. talks through yoi" •-'-■•■-■ —
speaker. No additional .
required. Only SS9.95
Requires 32K, disk. (S.A.M. takes up
9K: RECITER 6K.) Note: to produce
the highest quality speech, S.A,M.
automatically blanks the screen during
vocal output; the display is preserved,
S.A.M. can talk with the screen on, but
the speech quality is reduced.
D(DnTASiq
ICOMPUTER SOFTWAReI
2265 Wesiwood Boulevard. Suiie B-t50
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THE 4(M) VIDE
__^^■-•-Jg:t^?*^v^
O CARTRIDGES
Quantum Data, Inc. (QDI) produces two (2) 40/80 Video cartridges, the
40/80 Video Combo Cartridge with 16K basic user memory, and the 40/80 Video
Cartridge which does not contain memory.
The 40/80 Video Cartridge and Video Combo Cartridge is the means to
upgrade the VlC-20 computer to a 40 x 24 or an 80 x 24 character display which
provides a wealth of new uses for the VlC-20. With the appropriate software,
you can now accomplish quality word processing and various business functions
that previously were very difficult to achieve with only the VIC's standard 22
character video display.
• Features a high quality 8x8 dot matrix
• Character-by-character reverse video attributes allowing adjacent charac-
ters to have different attributes.
• Black & White composite video (6545 controller does not support color).
The Black & White composite video output has the same connector as the
VIC video output, 5 pin DIN jack.
• Includes two character sets: The ANSI standard 7-bit character set and
the Commodore character set. The ASCII character set features all of the
standard lower-case and upper-case letters, symbols and numbers. The
character set is contained in a standard 2716 EPROM. It is used most often
to allow the 40/80 column cartridge to display all of the Block Graphics
supported by the VlC-20.
• Cannot be used with abbreviated commands nor does it support multiple
line wrap around.
• Operates in VlC-20 Block Graphic mode.
• Features lower-case dot descenders.
• All features are accessible through BASIC using POKE commands (screen
memory resides at $B800 through $BFFF}.
• Contains 2K of CMOS internal video RAM; no system RAM is used by the
Video Cartridge.
• Plugs directly into the VIC~20 memory expansion port or a Mini-Mother
or Maxi-Mother board.
• Is small in size: 6/2 x 4/2 inches encased.
The 40 character mode may be easily viewed on most standard TV sets
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Video Combo *319^^
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The most popular electronic instrument of
the past half-century was invented in 1935 bv
Laurens Hammond - the Hammond organ, still
widely used.
But although these devices were electronic
instnniiciits, music historians trace the origin of
electronic music back to Paris in 1947-48. Acoustical
engineer Pierre Schaeffer and composer Pierre
Henry began experimenting with new sounds by
using electronic filtering, speed changes on tape
recorders, and other manipulation tricks done in
studios. Their technique became known as uiiisique
concrete, and was quickly picked up by tinkerers
elsewhere. By 1952, the first concert of electronic
music was sponsored by Columbia University at
the New York Museum of Modern Art.
The problem with these techniques was that
it took many hours of tedious tape splicing and
other tricks to produce only a few brief minutes of
sound. And musicians couldn't even hear the
results until they were done. That's why there
was a lot of interest during the late '50s and early
'60s in instruments which could produce electronic
music directly. Even the old Theremins from the
'20s- updated with transistors- were resurrected.
Toward A New Form Of Music
Robert A. Moog - whose name is virtually
synonymous with sound synthesis- was selling
kits for transistorized Theremins in the early '60s
when he was inspired to invent his own electronic
instrument. The result was the Moog Synthesizer,
first built in the summer of 1964.
Although recognized by electronic musicians
as an important development, the Moog Synthe-
sizer was practically unknown to the general pub-
lic until a few years later, when it was featured on
a record album entitled Sivitched-On Bach. The
album was a collection of Bach compositions per-
formed entirely on a Moog Synthesizer by musi-
cian Walter Carlos. Almost instantly, Sivitclmi-On
Bach catapulted up the charts like a pop record,
and became the biggest-selling classical record of
all time. It was especially popular with teen-agers,
who astounded their parents by playing electronic
Bach along with their Beatles and Rolling Stones
records.
However, a few classical music devotees,
stunned by the album's popularity, dismissed the
electronic interpretations as "artificial." Some
critics, although they are decreasing in number,
argue that music which is synthesized by purely
electronic means is somehow artificial or unnatural
when compared to conventional instruments.
Today, Moog counters these arguments with:
"The fact is, vou don't find musical instruments
in nature. The onlv 'natural' musical instrument
is a human voice. The fact that a synthesizer pro-
duces its music by electronic means doesn't mean
30 COMPUTl[ J<inijarv,1<?83
it's 'artificial' in any sense. It's no more artificial
than taking a bunch of wood and gluing it together
into a box and stretching some strings over it to
produce sounds."
Electronic musicians, of course, never had
any doubt that their instruments deserved equal
billing with violins and woodwinds. In fact, years
ago they recognized synthesizers as a rare histori-
cal opportunity to open a new world in music.
Although synthesizers are often used to mimic
"conventional" instruments, the most exciting
electronic music takes advantage of the synthe-
sizer's power to create totally new sounds. This
provides the possibility of entirely new forms of
music.
For example, would rock 'n' roll have hap-
pened without electric guitars? Did the invention
of a musical instrument with a totally fresh sound
spur the rise of a new genre of music? For the
members of a whole generation, rock has become
the dominant musical style. Synthesizers are now
used in virtually every form of music, but even
Moog isn't sure if they will "liberate" themselves
and spark a new form which could replace rock.
"Musicians are moving in so many different di-
rections these days that it's hard to say if a new
musical form will emerge."
It may be too early yet for the birth of a
dominant musical form based on synthesizers,
since the instruments themselves are changing so
rapidly. Not only are they advancing technologi-
cally almost day by day, but the rising use of micro-
chips is just beginning to make them affordable
for everyone. To return to the rock 'n' roll analogy,
it would have been difficult for the teen-age groups
of the '50s and '60s to arise if electric guitars had
cost thousands of dollars. Or if radical new ad-
vances were constantly rendering threc-year-cild
guitars obsolete.
Synthesizers, on the other hand, are still pas-
sing through important phases in their develop-
ment. Moog foresees a trend away from analog
sound synthesis to digital, or at least to digitally
controlled analog instruments. "There's so much
more you can do with digital sound synthesis,
especially in small keyboard instruments like the
little Casios or Yamahas you can buy very
inexpensively."
About a year ago, Moog set up a new com-
pany - Big Briar, Inc. - and relocated to a small
town in rural North Carolina to work on such
developments. Among his frequently used tools,
he says, is an Apple II microcomputer. Mindful of
the baffling array of controls on modern synthe-
sizers, he's experimenting with new types of con-
trol devices aimed at making synthesizers easier
to play. But he warns that the complex instruments
will never be a cinch.
"Musical instruments will never be easy to
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play," he says. "If it's too easy to play, most musi-
cians would say it's not a musical instrument,
because you usually can't do much with an in-
strument that's 'easy to play.' It has too many
limitations."
Still, as synthesizers get easier to manage
and less expensive, they become more accessible
to the average musician - and thereby more widely
heard and appreciated by music listeners. Pop
music historians may recognize this trend as the
same sort of breeding ground for rock created by
45 rpm records in the '50s.
SID: Synthesizer On A Chip
One important way in which synthesizers are
becoming accessible to people is within home
computers. Virtually every new model introduced
in recent years has featured more sophisticated
sound capabilities.
• Unfortunately, up to now, the sound
capabilities have attracted less attention than the
often more glamorous feature; graphics.
"Well, in terms of the human senses, sound
inherently takes a backseat to sight," notes Frank
Covitz, a New Jersey research scientist whose
sideline is computer music. "Sight is the more
important sense, so computer graphics naturally
gets more attention."
For instance, very little has been written on
the Atari computer's sound capabilities, although
the built-in four-voice sound chip has represented
the state-of-the-art in home computers for the last
couple of years. Almost all the attention has been
focused on the Atari's graphics. Perhaps this will
change now that a computer with even more ad-
vanced sound has appeared on the market - the
Commodore 64 with its SID {Sound Interface De-
vice) chip.
The new SID chip is generating lots of interest
among computer music enthusiasts. It may well
be a herald of the sound capabilities of tomorrow's
home computers. "I think machines of that class
[home computers such as the 64] in the future
will be expected to have sound chips, just as they
are expected to have the BASIC built into them
now," says Chamberlin, the MTU engineer. "For
one thing, the sound chips are relatively cheap in
large quantities, so there's no real reason not to."
SID is a hybrid digital/analog device with
programmable attack, decay, sustain, and release
for each of its three voices, a master volume con-
trol, a choice of four waveforms, 16-bit frequency
resolution over a nine-octave range, and pro-
grammable high-, low-, band-, and notch-pass
filters.
"The SID chip is basically a synthesizer on a
chip," says its designer. Bob Yannes. "I played
with synthesizers for years, so I'm quite familiar
with them. I tried to put it all on a chip with the
32 COMPUni JariLiaiy.19S3
SID chip."
Yannes designed SID while an engineer for
MOS Technology, which is owned by Commo-
dore. He recently left Commodore to form his
own company. Peripheral Visions, Inc. Although
he won't say for sure what new products his com-
pany will introduce, it seems likely that com-
puterized sound devices will be among them. He
says chips such as SID are the key.
"There's no reason we can't take music sys-
tems being sold now for $4000 and bring them
out for consumers for around $400 or $500 - a ten
to one cost reduction. 1 consider the [Commodore]
64 to be only the first step. In the future I'd like to
see something totally digital. I think that's the
way to go.... I pretty much got the features that I
wanted out of the SID chip in the 64, but not the
performance I wanted. But now that I've done it
once, I think I have a better idea about how to go
about it next time."
Yannes says he was given specifications by
Commodore only to develop a "sound chip," and
then he decided to make it as much like a synthe-
sizer as possible. But he had to work within the
limitations of marketing considerations. For ex-
ample, although SID allows each voice's envelope
to be individually programmed, all three voices
share the same volume control.
"I had to put separate envelope controls for
each oscillator [voice] into the SID chip in order to
satisfy the video game/sound effects marketing
demands, if I had my way, the three oscillators
would work in unison to create one voice. Any-
way, that's why there' re separate envelope con-
trols for each oscillator but only one peak
amplitude [volume] control - it was designed to
function as one voice. You could varv the attack
of the different oscillators, for example, to get a
■brassy sort of sound that way."
But Yannes bestowed SID with yet another
feature to compensate for this limitation - an input
line. It's possible to feed an outside sound source
into a computer equipped with SID, process it
through the chip's filters and volume controls,
and output the extra source as a "fourth voice" in
accompaniment with SID's regular three voices.
In the case of the Commodore 64, for instance,
the outside source would be routed through the
RF modulator to the TV speaker or a stereo
system.
What kind of outside sources can be fed into
SID? "You name it," says Yannes. "Tape re-
corders, radios, electric guitars, even another SID
chip."
Note that last item: another SID chip. "One
thing I thought you might be able to do is chain a
bunch of SID chips together to get even better
sound, without having to use external hardware,"
explains Yannes. "I designed the SID chip as a
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standard 6502 peripheral chip with all the proper
bus signals. You could put some SID chips in a
cartridge and plug it into the 64, or the VIC-20, or
the Atari - any 6502, 6809, or even 68000 system,
even the Radio Shack Color Computer. It only
requires 32 address locations, and the chips are
pretty cheap, so there's not much to stop you."
It's an exciting prospect, but Commodore
controls the SID chip, not Yannes. And for now.
Commodore needs virtually all the SID chips it
can make to meet demand for the new 64, plus
the upcoming Max Machine, P Series, B Series,
and BX Series computers soon to hit the market.
Still, a few SID chips have reached private
hands, and the results are fulfilling their creator's
hopes.
The Synthesizers Of Tomorrow
Chamberlin, the MTU engineer, got four SID chips
from his friend, Yannes. Chamberlin used them
to make a prototype sound board for the MTU-130,
a high-end personal computer for which he de-
signed most of the circuitry. He then passed the
board and SID chips along to another friend, Frank
Covitz, the New Jersey research scientist. Covitz
added four more SID chips to the board, for a
total of 24 individually programmable voices. The
board is plugged into an MTU-130 equipped with
an organ keyboard which, in turn, is controlled
by its own 6502 microprocessor.
The instrument made its first public appear-
ance recently when Covitz's son, Philip, gave a
performance at the Personal Computer in the
Arts Festival in Philadelphia.
Ironically, Covitz says he didn't play his own
invention at the festival because he's not a good
enough musician. But he's working on software
which not only will exploit the instrument's
souped-up capabilities, but which also will make
it playable by mediocre musicians. This is called
non-rciiUh)ie playing.
Musical instruments are usually played in
what's known as realtime: the music is heard in-
stantaneously as the musician plays the instru-
ment. When an instrument is played in non-
realtime, the keying of notes is a separate event
from the playing of the music. Notes are entered
(the computer instrument is programmed), and
then played back (the program is run).
An example of this on home computers is the
Atari Musk Composer cartridge. Essentially, it does
for music composition what word processing does
for writing. Notes are entered on the computer
keyboard and plotted on staffs drawn on the
screen. The notes, measures, and phrases can be
edited and arranged at will, then played back at
the touch of a key. Similar composition programs
are available for other personal computers.
"One of the things that computers can do is
34 COMPUIB Joriuarv.1933
change music from a physical endeavor to a pro-
gramming endeavor," says Chamberlin. "That's
one of the reasons why I got into computer music
- my total lack of dexterity. Even if you're a total
butterfingers like me, you can experiment with
computer music."
Covitz is striving to push the concept even
further. He's added four special keys to his pro-
totype board: Record, Play, Fast Forward, and
Rewind. But don't mistake it for a conventional
tape recorder -the keys are similar in function,
but not in method.
When the Record button is pressed, the com-
puter will "remember" whatever music is played.
But no recording tape is involved. Instead, each
keypress on the organ keyboard generates infor-
mation coded in four bytes: which key was
pressed, the velocity (how hard the note was
played), and the exact moment the key was
pressed, accurate to a split-second. Another four
bytes of information are generated when the key
is released, for a total of eight bytes per note. All
this information is stored in memory so the music
can be reconstructed later.
After a musical part is "recorded," the Play
button can be used to play it back - in accompani-
ment with a matching musical part played by the
musician on the organ kej'board. And this duet,
in turn, can be "recorded" in memory by a second
unit. Using just two of these "memory recorders,"
the process can be repeated again and again, lay-
ering sound upon sound.
While the same thing can be done with con-
ventional tape recorders, the sound would de-
teriorate with each generation of re-recording.
Tape hiss and other defects would soon overcome
the music. But since Covitz's instrument "records"
the sound digitally, there is no degradation what-
soever. Beyond that, the music can be "edited."
If a note is missed, the musician can correct it by
rewriting the correct values into memory.
"This is what I see as the ultimate system,"
says Covitz. "Right now, this software doesn't
exist anywhere except in my mind. I'm in the
process of working on this now, and it's all being
done in machine language."
The brief history of home computing - and
indeed, home computing itself- indicates that
advanced technology eventually works its way
down to the personal level. It's not hard to envi-
sion the day when plug-in organ keyboards and
cartridges with add-on synthesizer chips will
transform home computers into the kind of in-
struments Covitz is experimenting with now.
"Seeing what the SID chip can do, and do
digitally, I expect you'll see an explosion of that
sort of thing," says Covitz. "There has to be. It
doesn't require very much hardware. There defi-
nitely will be an explosion in complexity." ©
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Parti:
Writing Transportabie
BASIC
Edward T Ordmon
Department of Mathematical Sciences
Memphis State University
Ifi/ou thi>ik your programs might ever he used
on another computer with a different dialed of BASIC ■
the suggestions in this tioo-pari article can go a long
way towards easing the transition. This month the
author covers documentation, vocabulary, and reada-
bility. The article concludes next month with an over-
view of highly machine-sensitive issues such as input-
output and graphics.
So you finally got your own computer. Unfortu-
nately, it is not the same model you had at school.
Or you've arrived at high school or college and
the computer there is not the same one that your
junior high school or high school had. What are
you going to do u'ith all the programs you have
accumulated? My own school has just bought
several of the new IBM Persona! Computers - but
most of the programs we have on hand were writ-
ten for a mainframe or for our OSl microcom-
puters. Come to think of it, we are changing main-
frames next semester, too!
Of course, all of these machines have a version
of BASIC. (Some of them, in fact, have several
versions of BASIC.) But, as is clear to anyone who
has read a program written in Apple BASIC and
wished he could run it on his Atari (or PET or
TRS-80 or ...), all BASIC interpreters are not the
same.
What is the solution? There is no ideal solu-
tion, for all cases. Some published programs are
difficult to convert from one dialect to another.
We can, however, in writing programs for our-
selves, for friends, and perhaps even for publica-
tion, try to make our programs transportable. That
is, we can write the programs so that they can be
adapted to another machine with a minimum of
difficulty.
Self-documenting
A program is easily transportable from one
machine to another if it can be entered and run in
the second machine with no substantial rewriting
- certainly no changes in the underlying logic or
36 COMPUTE Jcmuatv.ivaa
algorithms - and a minimum of minor changes.
The program should be self-explanatory so that it
can be rewritten without knowledge of the original
machine - a knowledge of the machine we are
rewriting it for should be enough.
I have one fairly complex simulation program
that was first written about 12 years ago for a PDP-
8. It has since been rewritten, by me or by others,
for S-100 bus machines in CBASIC, Apple, TRS-80,
IBM Personal Computers and IBM 370's, Xerox
Sigma 9, PDP-11, and enough other machines
that I have lost count. I suspect that it would have
been forgotten after the second or third transpor-
tation to a new machine, if it had not been written
so that it was usually just a matter of typing it in
again.
I should warn you at the outset that all this
article considers is how to write the BASIC pro-
gram. It does not address the problems of getting
a program from one machine to another without
having to key it in again. Increasingly, it is possible
to connect the two computers over a phone line,
directly or via one of the dial-up timesharing ser-
vices, and move the program as a text file to avoid
retyping. Nevertheless, the focus of this article is
transportable programming techniques.
What can you do, when writing a program,
to make it easily transportable? We will divide the
strategy into five main parts: 1) minimal vocabu-
lary; 2) in-program readability; 3) formal struc-
turing; 4) careful attention to input-output; and 5)
limited graphics.
Minimal Vocabulary
First, let's consider the question of vocabulary -
what features of BASIC we should use. Appar-
ently, whenever a company produces a new com-
puter or a new version of BASIC, it feels compelled
to add features not found in anyone else's BASIC.
Often these features are convenient and may make
programming for that machine easier. However,
they make transporting a program much harder.
If at all possible, such features should be avoided
when writing with transportability in mind.
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If we must use special features, they should
be isolated in a subroutine near the end of the
program and clearly labelled. The main program
should stick to features found in virtually all ver-
sions of BASIC. This does not mean that string
handling must be restricted to the limitations of
Radio Shack Level 1 BASIC, which is an extreme
example; nor are there universal rules as to what
constructions are allowed. Some textbooks define
"minimal BASIC" or restrict themselves in a
similar way.
Educational institutions often belong to
groups (consortia) which promote standards for
exchanging programs; CONDUIT is one such
educational group with a nice pamphlet on stan-
dard BASIC. If you have worked with several
versions of BASIC, sticking to common features is
a good guide for what will be transportable be-
tween them. For informal use, however, or for
the individual who has just worked on one
machine, here are the standards I have found
useful in working with perhaps a dozen different
machines, large and small.
Variables And Commands
Figure 1 suggests some guidelines for variable
names, numbers, line numbers, DIM statements.
Clearly, the list could be made much longer. For
instance, how big can a real number be and not
overflow? How small can a positive number be
and still be distinguished from zero? Most BASIC
programs do not depend critically on these figures,
which may differ dramatically from one system to
another.
Figure 1: Variables and Numbers
Line numbers: 1 to 9W9
Variable names: One letter or one letter and one digit.
Strings, one letter and S. Examples:
A B2 C9 F$ Z$
Dimensions: Always declared if needed; execute the
DIM statement once, before using the variables.
If posj.ible, stick to one subscript for strings, two
for numbers. Do not use variable sizes or reuse
letters. DIM C$(50),D(20,10) is good; DIM B(N),
A(50),A$(20)isbad.
If your program does depend on them, you
should probably make this explicit (and include a
REMark giving the limits on your system). For
instance, if your program has a variable X that
gets closer and closer to zero as you go around a
loop, and you exit the loop by testing IF X = 0
THEN . . . , the program may behave very differ-
ently or even fail on another computer. Changing
this to
will make the program transportable: the person
converting it can check to see if the new computer
will accept lE-50. If it will not, he can substitute
an acceptable number, e.g., lE-30.
Figure 2:
The most common statements
DATA
LET
DIM
NEXT
END
ON.. -GOTO
FOR...TO,..STEP
PRINT
GOSUB
READ
GOTO
RESTORE
IF.. .THEN,.,
RETURN
INPUT
500 IF ABS(X)<lE-50 THEN ,
NON-ZERO NUMBER
REM USE A SMALL
Figure 2 shows a limited list of BASIC com-
mands - a very limited list. While almost every
BASIC accepts more commands than these, they
differ on which statements those are. For each
command not on this list, there is some computer
around that will not accept it. To make matters
worse, computers differ substantially in how they
interpret some of these commands. Some, for
instance, do strange things on a STOP but allow
END only as the last line of a program. The cure:
place 9999 END as the last line of the program,
and terminate anywhere else by GOTO 9999.
GOTO and GOSUB should be followed just
by a line number. GOTO 500 is fine; avoid GOTO
A even if your computer likes it. In the statement
FOR X = A TO B STEP C, it is best to restrict A, B,
and C to integers (or expressions evaluating to
integers) and to avoid changing them inside the
loop. NEXT must name just one variable for the
corresponding FOR, e.g., NEXT X.
IF... THEN statements require special atten-
tion, since so many computers have so many dif-
ferent extensions. A few computers accept only
statements such as IF Y> =Z THEN 830, prohib-
iting calculations, logical operations, and not al-
lowing anything but a line number after THEN. I
am not seriously suggesting that you keep things
this simple: the extensions are extremely helpful.
However, it is a good idea to keep things simple
enough so that your statements can be translated
into this form. This will be discussed further in
the section on structure, next month.
Numeric And String Functions
Figure 3 shows the most commonly implemented
numeric functions. Either most BASICs have these
functions, or the programmer using the machine
will be prepared to fake them somehow. Two
deserve special mention: RND and TAB.
RND is implemented differently on almost
every computer. Some use X = RND, some use
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cos
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RND
SIN
TAB
ATN
EXP
LOG
SGN
SQR
TAN
X = RND(0), some use RND(l), some use RAN-
DOMIZE to start (seed) the random number gen-
erator and some do not. You should assume that
every line containing RND will have to be rewrit-
ten. You should make this as easy as possible, by
minimizing the number of lines involved and
making your intention clear. If you need a random
number in 20 different places in your program,
do not have RND appear in 20 places; place it in a
subroutine. That is, incorporate in your program
9000 REM **t SET RANDOM NUMBER, CHANG
e FOR OTHER COMPUTERS ***
9010 X=RND(1):REM R ANDDM , 0<: X < 1 , NEW S
EDUENCE EACH RUN
9020 RETURN
and then place GOSUB 9000 wherever needed in
your program. Here is a more typical use, near
the start of a game program:
150 N = INT(100»RND) + 1 :REM RANDOM INTEGER
1 TO 100
H.*»**»lfr»*!*-**»»*
Here the string of asterisks warns you, when
transporting the program, that the line is likely to
change. The remark tells what is wanted and will
save a lot of time if the new computer achieves
thisbyN = RND(100).
Turning briefly to TAB : there are computers
that like TAB(N) (go to column N), those that like
SPC(N) (print N spaces), those that like both, and
those that like neither. Most people know how to
juggle spacing on their own machine, so making
your intention clear (by remarks or a sample print-
out) is probably more important than the exact
way you write your PRINT statements. There will
be more on this in the discussion of input-output,
next month.
Figure 4: The most common string
functions
ASC(X$)
CHRS(N)
VAL(X$)
STR$(X)
LEFT$(A$,N)
RIGHT$(A$,N)
MID$(A$,I,))
The functions given in Figure 4 are now re-
markably widespread in microcomputers. It is
probably safe to use all of them freely in that con-
text. That is, if the person rewriting the program
does not have LEFTS, he probably has a reasonbly
direct substitute. You cannot count on the format
produced by STR$ being the same from one
machine to another - some pad with blanks on
the left, some on the right, some not at all. Func-
tions that match a substring are present on many
machines, but absent on many others. Many sys-
tems will crash if you call LEFT$(A$,N) and A$
has less than N characters, so you should always
test for this before you call LEFT$ even if your
system does not insist on it.
Large computers differ substantially in how
they handle strings, and are often more restrictive
than small computers. ASC and CHR$ are fre-
quently absent; many large computers do not
even use the ASCII character set. Avoid extensive
string manipulations, or at least place them in a
subroutine, if your program may have to run on a
large mainframe next year.
Readability
Next, if our program is to be readily transportable
to another version of BASIC, it must be readable.
First, can the reader understand our individual
lines, and translate them for the new system?
Second, can the reader understand our general
strategy or procedure (our algoritlim) well enough
to debug the program if errors creep in, or if his
BASIC interprets some command very differently
than expected?
The most important consideration, for the
second of these, is to make the program suffi-
ciently modular and to provide appropriate
REMarks for each module; this is addressed more
in the discussion of structure, later. There are a
number of "tricks of the trade" that make indi-
vidual lines easier to read, however. Here are a
few principles:
1. Leave plenty of space between line num-
bers. Even if you have only one command per
line, some one-line commands on your system
may become multiple commands on another. If
you use several commands per line, the situation
gets far worse. This is not to condemn all multiple-
command-per-line statements, since they can add
to the clarity of the program. Just remember that
while your computer may allow:
500 INPUT "WHAT IS YOUR NAME?"; N$
someone else's may require
500 PRINT "WHAT IS YOUR NAME";
501 INPUT N$
This is an easy change if you left a line number
available. It is quite possible for a complex one-line
statement on one system to require six or eight
lines on another.
2. Leave plenty of blanks in your commands,
where appropriate. You may have no trouble
understanding 250PRINTT5 or 300FORI5 = PTOM
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.MlliiitdAm.£iirrreti-lrrtinr:itlrmi:rl,i.
but n reader will find 250 PRINT T5 and 300 FOR
L5 = P TO M much easier to copv or edit. Many
BASICs do irisist on the spaces; the new IBM Per-
sonal Computer is one that does. Your computer
may allow a larger program or run faster if vou
delete spaces and remarks, but you make the pro-
gram much harder to transport when you delete
them. It may be worth keeping two programs, a
transportable copy and a condensed, quick-run
copy.
3. Avoid unprintahk' characters. Where a few
are necessary, find a way to make their presence
visible. For instance, a disk read in Applesoft re-
quires that you PRINT a CONTROL-D followed
by a string. You can make this readable by
200 D$= CHR$(4) :REM CONTROL-D
540 PRINT D$;"OPEN FILENAME" :REM DOS
COlVrMAND STARTS CTRL-D
It is a good idea to indicate what other CHR$
characters are when they are created, too - for
instance when CHRS is used to put a quote mark
into a string, or manipulate carriage returns or
line feeds.
4. Identify specific features you depend on.
This happens most often in connection with
PRINT and INPUT statements. Most of us can
guess what someone else's PRINT statements are
supposed to do, but the INPUTs are another
matter.
Some systems input a sentence like "TODAY
IT RAINS" by INPUT A$ and the response
7TODAY IT RAINS; others bv INPUT A$ and
response ?"TODAY IT RAINS"; others by INPUT
LINE A$ or by LINPUT A$ or even by INPUT
(FIELD 40) A$. You can make this clear to the
reader - so that he can try to do the appropriate
thing on his system - by remarks, but clear user
instructions within the program are probably even
better. For example,
110 PRINT "TYPE IN A SENTENCE SURROUNDED
BY QUOTE MARKS"
120 INPUT A$ :REM SAMPLE "HELLO, JOE,
WADDAYA KNOW."
5. Make cues to the user extremely clear. Re-
member that you won't be around to show people
how to use it; in fact, no expert on the program
will be around. Give sample aiiswers whenever
possible, and protect against invaUd answers.
130 PRINT"Da you WANT TO PLAY AGAIN (
Y/N) ■' ;
140 INPUT A«
150 IF AS="N" THEN 9999
160 IF A*<>"Y" THEN 130
Note that invalid answers will cause the question
to be asked again.
Next month, cxniuples of portable pro;fnvn strucliiiv,
input-output, and j^mphics pro;;;>wnuiing. ©
Mattel's
New Home
Computer
Tom R. Halfhill, Features Editor
Judging from the inquiries we've been receiving
at COMPUTE!, people are having a tough time
choosing between the current crop of low-end
home computers: the Atari 400, Commodore VIC-
20, Radio Shack Color Computer, Sinclair/Timex,
and Texas Instruments TI-99/4A.
Well, it's about to get even tougher.
Mattel Electronics has announced a home
computer aimed squarely at the low-end market.
It is jwt to be confused with the long-delayed
Intellivision keyboard attachment - which has
been redesigned again, incidentally. Mattel says
the new computer, dubbed the Aquarius, is due
"very early in 1983."
The Aquarius will sell for under $200 retail.
The price is expected to vary because the machine
will be sold through mass consumer outlets. This
means it will be available at a wide range of TV-
electronics stores, audio/video shops, department
stores, discount stores, and catalog showrooms.
As we've seen with the other low-end home com-
puters being marketed this way, prices are greatly
discounted because competition is so fierce.
Expands To 52K RAM And CP/M
The Aquarius will come with 4K of Random Access
Memory (RAM), expandable to 52K RAM in 4K
and 16K steps with plug-in cartridges. Microsoft
BASIC is built-in. There is one voice for sound
effects or music, and an expansion option (de-
scribed below) provides three voices. The
maximum graphics resolution is 320 by 200 pixels
(screen dots) in 16 colors.
The Aquarius can display 256 characters.
This includes a 128-character ASCII set with upper-
and lowercase, and 128 user-programmable char-
acters, similar to the redefinable character sets on
the Atari, Commodore 64, VIC-2G, and TI-99/4A
computers.
For the Central Processing Unit, the central
"brain" of the computer, Mattel chose the Z-80A,
an eight-bit microprocessor chip. The use of this
chip allowed Mattel to give the Aquarius CP/M
capability. CP/M (Control Program for Microcom-
puters) is an operating system primarily used for
business applications. The Aquarius can run CP/M
with the addition of a disk drive and disk controller
card. It is very unusual that a low-end home com-
puter would have CP/M capability, but a Mattel
official explained, "Some home users will be pro-
, fessionals who will prefer to work at home." With
CP/M, a huge library of existing business programs
will work on the Aquarius.
The keyboard has 49 keys. It's more than the
membrane keyboard found on the Atari 400, but
is not quite a full-stroke typewriter keyboard like
the VIC-20's. The keystroke travel is 1.5 to 2 mil-
limeters, and the keys are made of a rubber-like
material instead of hard plastic, similar to the
keys on Sinclair's new ZX Spectrum (see COM-
PUTE!, August 1982). The keyboard accepts over-
lays for special applications. For example, an over-
lay for BASIC programming allows one-key entry
of BASIC commands.
While all of these features are standard in the
under-$200 Aquarius, Mattel says it will offer a
complete system "in the $500 range" which will
include a data recorder (tape drive), a printer,
and the Aquarius Mini-Expander. The Mini-Ex-
pander is an attachment which adds three-voice
sound, two game controllers on eight-foot cords,
and two slots for plug-in cartridges. One slot is
for memory expansion and the other accepts car-
tridge programs.
All of the software initially released for the
Aquarius will be on cartridges. Mattel promises
that eight to ten cartridges will be available when
the Aquarius is introduced. This will include edu-
cation, home management, personal improve-
ment, and entertainment software.
One cartridge will be a low-cost Logo with
turtle graphics, the acclaimed learning language
for children. Mattel says its Logo is designed to
work on a minimum system without extra acces-
sories. Another cartridge will be FileForm, a word
processor. Mattel says more cartridges will be
released monthly after the computer is introduced,
and that additional software may be available on
cassette in the future. All the software has been
developed at Mattel, although the company is
now talking to outside developers.
Other expected add-ons include a disk drive
and a 40-column thermal printer. No prices have
been disclosed for these extras, but a Mattel official
did say that the memory expansion boards would
be "extremely price-competitive."
Apparently, the Aquarius will lack special
function keys, sprite graphics, and full-screen
editing. Reportedly, it will have 8K of ROM (Read
Only Memory), a 40 by 24 screen display, dimen-
sions of 13 by 6 by 2 inches, and weigh four
pounds. It will come with simplified instruction
cards so beginners can get the machine working
without reading the manual. ©
Janua(Y,19e3 COMPUTS! 43
THE BEGINNER'S PAGE
Richard Monsfieid, Senior Editor
Myths About Programming
Whenever someone says that they are "not the
type" or they "weren't good in math" as a reason
for not learning to program in BASIC, I like to
compare learning BASIC to learning how to drive
a car. A few people never learn to drive, but most
of us do. What's more, it takes a few weeks at
most to catch on to either driving or BASIC. You.
improve over the years, but the essentials can be
grasped pretty quickly. And in the coming Age of
Information, not knowing how to program could
well be as inconvenient as not having a driver's
license is today.
After all, there are only some 50 BASIC words
to learn. Several of them are very rarely needed
{you can look through hundreds of programs and
never find WAIT, POS, or TAN). Also, many
BASIC words mean exactly what they say: STOP
stops a program, RUN runs, END ends.
If someone is still doubtful, the most con-
vincing argument is a demonstration. You can
say: "Let's try something complex. How about
printing your name 1,000 times on the screen?"
Then type: 10 ? "Alan"; : GOTO 10.
Could ft Explode?
Another factor which causes hesitation about
learning programming is a fear of the unknown.
It's not hard to see where this nervousness comes
from. There is a category in movies which changes
each generation, but could be called the Franken-
stein Slot. A scientist gets too big for his britches,
tampers with unknown forces, and his creation
runs amok while the villagers, in their ancient
wisdom, ineffectually stone the laboratory.
During the fifties there were dozens of films
in which atomic radiation filled this slot. It caused
moths and ants to grow to enormous size, ram-
paging through cities. When people learned that
radiation, dangerous as it can be, could not cause
insect giantism, popular entertainment found a
new monster. Dozens of movies in the sixties
(some of them excellent, like 2001, The Farbin Pro-
ject, and more recently. The Demon Seed) portrayed
the computer as Frankenstein.
44 COMPUnt Januatv,19e3
When people buy their first personal com-
puter, they are not generally worried that it might
destroy their house, but they often worry about
the computer getting out of their control and
damaging itself. They sense, correctly, that a com-
puter is a powerful machine.
You'll see this hesitancy when people look
up, their first time in front of the keyboard, and
ask, "What should I be careful of? Can I hurt it?"
We get letters from beginners wanting to know if
they should use POKE, the BASIC word- that
changes what's in the computer's memory. They
have a perfectly understandable fear that, as one
New Yorker recently wrote, "I might damage the
BASIC ROM chips. '^'
Your computer watches out for most kinds of
errors. It simply won't allow you to POKE into
BASIC ROM chips. If you try to send a POKE to
an address that's in ROM (Read Only Memon,'), it
will just bounce off. Nothing happens. These
addresses can only be read, not written (POKEd)
to.
We always used to say that nothing you could
type into the computer could hurt it in any way.
If it doesn't understand what you write, or can't
carry out your instructions, it will stop and tell
you where it stopped and, in general terms, why.
The worst that could happen would be an "endless
loop," and you would have to turn power off and
back on to get control. None of this, however,
would start the computer smoldering.
This advice, unfortunately, is not 100 percent
correct. It was discovered that there was one POKE
to PETs with Original or Upgrade BASIC versions
which would make the video display about six
times faster. It's POKE 59458,62. PET/CBMs with
the most recent 4.0 BASIC chips, however, ca>i be
damaged by this POKE if left running without
turning off the power. Since there are about 17
million combinations of POKEs you can make
into your computer, the odds are clearly against
your accidentally making this error. Nevertheless,
it does make it impossible to tell someone that
nothing you type into any computer could hurt it.
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The Math Myth
When autos were first becoming popular, there
were doubtless many people who refused to try
driving, saving, "That's one thing that I will never
try to learn. I could never control our horse." A
weakness in math is often given as the reason for
not trying programming. In fact, the two activities
are hardly related. Mathematical words are avail-
able in BASIC, but programming does not need
to involve much math beyond simple arithmetic
unless you choose to solve mathematical prob-
lems. You will need to search a long time to find
any use of the word SIN in the dozens of BASIC
programs pubhshed each month in COMPUTE!.
Personal computers are general-purpose
tools. They can be used to solve complex equa-
tions, but to call programming "mathematical"
would be too narrow it down to only one of its
countless applications. And it would also mislead
people into thinking that they need a special talent
in math to become competent programmers.
Several years ago one of America's largest
corporations undertook a study to find out what
its best programmers had studied in college. To
nearly everyone's surprise, English and music
were the most common majors among the top
computerists. Perhaps this is because these dis-
ciplines stress creativity and attention to detail.
Perhaps they combine logical thinking with imag-
ination. No one has yet given a satisfactory
explanation.
In any case, you don't need to become an ace
programmer any more than you need to drive at
the Indianapolis 500. To get where you want to
go, ordinary driving or programming knowledge
will suffice. There are very few people who can't
learn the necessary skills.
]f ihcre IS a topic Ihal you would like to see discussed in this
column, send a card or letter to: The Beginner's Page,
COMPUTE! M(7(,'(72»;f, P.O. Box 5406] Grceitshoro, JVC
27403. ' €
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CREATIVE
SOFTWARE
201 San Antonio Circle -Mountain View. CA 94040
Atari's
Sound System
John Scarborough, Novato, CA
If you're interested m the improvements to Atari sound
and music possible via machine language - this will get
you started. These simple demonstrations might con-
vince you to abandon the SOUND command entirely.
Many programmers who decide to make the jump
from BASIC programming to machine language
programming find frustration in their attempt to
print to the screen or produce sound. The problem
is that there are now no print or sound statements.
Machine language deals entirely with retrieving,
manipulating, and storing data.
But even after the programmer discovers this
it won't do him much good unless he knows where
and what to store to produce results. Furthermore,
this information is often not provided in the man-
uals that come with the computer. So how does
he obtain this information? He must turn to other
methods. Four common ones are:
1. The trial and error method (very inefficient,
but sometimes necessary).
2. Advanced user's manuals.
3. Information obtained from a human source,
such as from friends or teachers.
4. A magazine.
This article is in category four. After studying
this article, you will have more control over the
four voices provided by the Atari. The article will
also briefly cover the built-in speaker.
Sound Commands
Look at the following sound command:
SOUND 0,121, X,X
This instructs the computer to store a value of
121, which will produce a middle C note, into
Audio Frequency Control register 0. This register
is located at memory location 53760 (SD200 hex).
Thus, the following two commands will function
identically:
SOUND 0,121,X,X
POKE 53760,121
The three remaining Audio Frequency Con-
4B COMPUIE! JanucirYJ983
trol registers are located at 53762 {$D202), 53764
($D204), and 53766 ($D206). A POKE 53764,128
would store a value of 128 (a B note) into the Voice
2 Audio Frequency Control register. SOUND
2,128, X,X will do the same. (See Figure 1 for a
clearer representation of the four Audio Frequency
Control registers.)
Now you can store a given frequency (note)
into any of the four Audio Frequency Control
registers. But what about distortion and volume?
Look at the following sound command:
SOUND 0,X,10,12
This tells the computer to produce a pure tone
(10) and a volume level of 12. Upon execution,
the computer will convert the number 10 to 160
(160 is the actual pure tone code. See Figure 2 to
find the corresponding distortion codes for the
eight additional distortion levels), add 12 to it,
and then store the result into Audio Control re-
gister 0. This register is located at memory location
53761 ($D201 hex). Thus, the next two commands
will perform the same task:
SOUND 0,X,10,12
POKE 53761,160 + 12
The three remaining Audio Control registers
are located at 53763 ($D203), 53765 ($D205), and
53767 ($D207). A POKE 53767,160 + 7 would store
a pure tone and volume level of 7 into Audio Con-
trol registers. SOUND3,X,160,7 will do the same.
(See Figure 1 for a clearer representation of the
four Audio Control registers.)
You should now know how to store any given
note, tone and volume level into any of the four
voices provided by the Atari (and without using
sound statements). The following two BASIC
programs function identically;
10 SOUND 0,121,10,12
20 GOTO 20
10 POKE 53760,121
20 POKE 53761,160 + 12
30 GOTO 30
Ttie Built-in Spealcer
That is an overview of the sound that is channeled
to the television speaker, but what about the built-
YOU'RE GOING TO HAVE FUN
WITH YOUR ATARI!!
AND THE FUN GETS ROLUNG
WITH BUG OFF!
Yikes! The bugs are swarming here, there
and everywhere and only a strong whiff of DDT
can put 'em away. The object of the game is to
control the seven different l<inds of pests that are
running helter-sl^elter over everything. The Army
can airlift in more DDT to fill your bug sprayer . . .
but will they maf<e it in lime?
The action builds to a furious frenzy as an
awesome assortment of insects attacl< anything
and everything in sight. A definite case of "spray
first and asl< questions later." All this and hi-res
graphics, too!
16K TAPE 050-0167 $29.95
32K DISK 052-0167 $29.95
TUTTI FRUTTI — by Alan Newman
"GRAPE FUN" FOR THE WHOLE FAMILY!
Somewhere between Never Never Land and
next Thursday, there's a wild and wacky place
where your joystick-controlled "Hungry" snacks on
an orchard of goodies. But there are some nasty ol'
bugs who'd just as soon snack on YOU, so look
sharp and beware. Funtastic action for all ages!
TUTTI FRUTTI . . . Wow! A crazy cast of
characters in vivid hi-res color all performing in
their natural habitat, otherwise known as TUTTI
FRUTTI Land. Grape fun for ages 6 and up!
16K TAPE 050-0160 $24.95
32K DISK 052-0160 $24.95
dventur6
INTERNATIONAL
To order, see your local dealer. If he does not have the program, then call
1 •800-327-71 72 (orders only please) or write for our free catalog.
Published by ADVENTURE INTERNATIONAL
a subsidiary of Scott Adams, Inc.
BOX 3435 • LONGWOOD, PL 32750 • (305) 862-6917
PRICES SUBJECT TO CHANGE
in speaker? The built-in speaker is controlled via
location 53279 ($D01F).
Program 1 will make the built-in speaker ran-
domly click. (Not a very spectacular sound effect,
to be sure, but that's not to be expected from
BASIC statements.) Program 2A and 2B (which
function identically) will also make the built-in
speaker randomly click, but they do not use BASIC
statements to produce the sound and will there-
fore click the speaker much faster than will Pro-
gram 1 . compare the two for yourself. The com-
parison will give you some idea of the speed avail-
able to you from machine language programming.
If you compared Programs 1 and 2, you might
have thought: "If machine language can do that
much for that little built-in speaker...." Yes, by
using machine language you can greatly increase
the quality of the sound that comes out of your
television speaker.
I leave you with a simple machine language
program that will demonstrate this increase in
quality. The program is written in both assembly
language (3A) and BASIC (3B). This is a simple
program; it would have been half as long without
the delay routine. However, the sound would not
be audible if there were no delay built into the
machine language program!
Program 1.
Figure 1.
The Four Voices Provided By The Atari |
VOICE 0
Audio Frequency Control Register
Audio Control Register
- 53760 {$D200)
-53761 {$D201)
VOICE 1
Audio Frequency Control Register
Audio Control Register
- 53762 ($D202)
- 53763 ($D203)
VOICE 2
Audio Frequency Control Register
Audio Control Register
- 53764 ($D204)
- 53765 ($D205)
VOICE 3
Audio Frequency Control Register
Audio Control Register
- 53766 ($D206)
- 53767 ($D207)
Figure 2.
Examples Of The Eight Distortion Levels |
Usinf
; Random Voices
SOUND O,X,0,V =
POKE 53761,0 + V
SOUND 0,X,2,V =
POKE 53761 ,32 + V
SOUND 3,X,4,V ==
POKE 53767,64 + V
SOUND 1,X,6,V =
POKE 53763,96 -t-V
SOUND 0,X,8,V =
POKE 53761,128 + V
SOUND 1,X,10,V =
POKE 53763,160 + V
SOUND 2,X,12,V =
POKE 53765,192 + V
SOUND 0,X,14,V =
POKE 53761,224 + V
5 REM -THIS PROGRAM UTILIZES THE BUIL
T-IN SPEAKER USING BASIC STATEMENTS
10 fi=INT (256«RND ( 1 ) ) : REM -LOAD A WITH
A RANDOM NUMBER FROM O TO 255
20 POKE 53279, AiREM -STORE A AT 53279
30 GOTO 10:REM -START OVER
Program 2a.
5 jTHIS PROGRAM UTILIZES THE BUILT-IN
SPEAKER FROM MACHINE LANGUAGE USIN
G THE ASSEMBLER-EDITOR CARTRIDGE
lO *=*600
20 LOOP LDA *D20A ;LOAD A WITH A RAND
DM NUMBER FROM O TO 255
30 STA S3279 ; STORE A AT S3279
40 JMP LOOP sSTART OVER
Program 2b.
5 REM -THIS PROGRAM UTILIZES THE BUIL
T-IN SPEAKER FROM MACHINE LANGUAGE
USING THE BASIC CARTRIDGE
10 FOR LOOP=I536 TO 1544
20 READ DATA
30 POKE LOOP, DATA
40 NEXT LOOP
50 X=USR(1536>
60 DATA 173,10,210,141,31,208,76,0,6
Program 3a.
5 ;THIS PROGRAM
ON SPEAKER FR
ING THE ASSEM
10 *=*&00
20 FREQ=«660
30 ; STORE A PUR
UME LEVEL OF
E O
40 LDA #175
50 STA ♦D20i
60 ; STORE CURRE
E O
70 START LDX FR
80 STX *D2O0
90 INX jINCREME
100 STX FRED
110 ;DELAY PROG
120 DELAY LDX #
130 LDDPl LDY «
140 LOOP2 DEY
150 BNE LOOP2
160 DEX
170 BNE LOOPl
lao JMP START
UTILIZES THE TELEVISI
DM MACHINE LANGUAGE US
BLER-EDITOR CARTRIDGE
E TONE (160) AND A VOL
15 (160+15) INTO VOIC
NT FREQUENCY INTO VOIC
EQ
NT FREQUENCY LEVEL
RAM EXECUTION
15
15
; CONTINUE
Program 3b.
5 REM -THIS PROGRAM UTILIZES THE TELE
VISION SPEAKER FROM MACHINE LANGUAG
E USING THE BASIC CARTRIDGE
10 FOR L0aP=1536 TO 1563
20 READ DATA
30 POKE LOOP, DATA
40 NEXT LOOP
50 X=USR(1S36)
60 DATA 169,175,141,1,210,174,96,6,14
2,0,210, 232, 142,96,6, 162, 15, 160, 15
, 136,208,253,202,208,248,76,5,6 Q
50 COMPUIE! January, 1983
A fantasy role-playing adventure for •
one or more players
By Stuart Smith
ALI BABA AMD THE FORTY THIEVES is written in
high resolution color graphics and includes
music and sound effects. Adventures can be
saved to disk and resumed at a later time.
Auailable for Apple II and Apple II Plus 48H or
Atari 800 32K.
On diskette only — $32.95
fSra QUTiLny
|g£] SOFTW7IR6
6660 Reseda Blvd., Suite 105, Reseda, CA 91335 (213) 344-6599
VIC Sound Generator
Robert Lee, Vancouver, B.C.
Adding sounds to VIC can significantly slow down a
BASIC progrnm. The action stops and waits for the
sound to finish. This could be especially annoying lohen
you want a game to run as fast as possible. With this
sound generator, you can add sounds in BASIC easily
and xvilhout a speed penalty.
Among the novel features of the VIC-20 are its
sound capabilities. These give it an advantage
over the PHT, bringing a new dimension to game
programs. However, one of the problems I and
undoubtedly other VIC owners have encountered
is that, while manipulating the sound generators
in a BASIC program, it is not possible to do any-
thing else.
This is especially a problem in game programs
written in BASIC and using extensive graphics.
Either you have to write such programs without
complex sound effects, or you have to settle for
slow motion.
Faster Sound
Faced with this problem, I decided to write a
machine language {ML) program for the VIC
which adds speed to its sound generation
capabilities. Most of the sound effects we use in
game programs are sounds with increasing or
decreasing tones. For example, a simple way to
simulate the sound of a laser with the VIC is:
FOR K = 250 TO 240 STEP -1 ;POKE36876,K:NEXT
The ML program works along these lines, except
that it is necessary to use only one POKE com-
mand. It generates sounds with increasing or
decreasing frequency to make almost any kind of
sound effect possible.
The program "VIC Sound" places a machine
language program in the cassette buffer of the
VIC. This means, of course, that you cannot trans-
fer data using the cassette player while you are
running the program. By changing the contents
of memory locations 788-789 (decimal), the'inter-
rupt system of the computer is used to run the
ML program.
As you know, the VIC has four "speakers" to
make music and noise. The first and second speak-
ers, activated by POKEing memory locations 36874
and 36875, are used for sounds with increasing
52 COMPUni .Januaiv.1983
tones. The third speaker (36876) is used for sounds
with decreasing tones. The fourth speaker, acti-
vated by memory location 36877, is used mainly
for explosions.
The ML program stores a starting number
into the appropriate location and increases or
decreases it for the period specified by the user.
The interrupt of the computer will run through
the program 60 times a second, which means that
the starting number or tone will increase or
decrease 60 times in one second.
Sound Duration
To make this a little clearer, let me explain that
four memory locations have been assigned in the
ML program to activate the four speakers, and
four others to control the duration of the sounds.
Speaker To activate Duration
1st 846 858
2nd 847 888
3rd 848 918
4th 849 948
The number POKEd into locations 846-849 is the
starting number which is stored in location 853
(dec); the initial value is 222, but this may be
changed for the kind of sound you require. Loca-
tions 858, 888, 918, and 948 control the duration
of the sounds. The program will generate the
sounds for the number of jiffies (the l/60th of a
second interval used to measure time in Commo-
dore machines) specified in these locations.
For a demonstration, RUM the program and
then type SYS828; this will trap the interrupt. It
will also set the volume control (location 36878) to
maximum. Now POKE 846,222.
Location 858 contains 10 (dec), so the sound
you heard v^'as for ten jiffies. What the program
has done is store 222 in location 36874 (first
speaker), incremented it by one every 60th of a
second until ten jiffies elapsed, then stored 0 into
the memory location to switch off the speaker. To
change the duration of the sound to, say, 20 jiffies,
POKE 858,20. Now POKE 846,222.
The same method can be used for the other
speakers. POKE 858,10. To change the starting
number (i.e., to get a tone which starts higher or
lower), simplv POKE into memory location 853.
For example, POKE 853,240. Now POKE 846,240.
^fm
YburVIC20
never had it so good!
'^?^
s::::::^
• 20 owners rejoice! HES presents a com-
plete range of software from our exciting
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utitity and language programs.
Our new cartridge programs include: HES
MON. an indispensible monitor for assembty
language programmers; HES WRITER, a
vi^^^^e&sing program: Turtle Graphics,
a fun and easy way to learn computer pro-
gramming; and VIC FORTH, a powerful lan-
guage that is many times faster than BASIC,
yet easier to use than assembly language.
HES is committed to offering high-quality,
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cassette based software at your locaf dealer.
Human Engineered Software
71 Park Lane
Brisbane, Catifornia 94005
Telephone 415-468-4110
VIC 20 IS • regislsf ed TM ol Commodore
Explosion Simulation
It is necessary to POKE the starting number into
locations 846-849; any other number will give
only silence. Try POKE 847,240 (second speaker);
it gives a sound of increasing frequency lii<e the
first. Now POKE 853,222:POKE 848,222. You
notice this gives a sound that decreases in fre-
quency. POKE 849,222 will simulate an explosion.
By manipulating the durations and starting
number, you can get almost any kind of sound
from the first three speakers and explosions from
the fourth. However, when you are changing the
duration of the sounds, make sure it is not too
long; e.g., if you POKE 853, 50: POKE 846,222 the
program will store 222 in location 36874 and in-
crement by one every jiffy for 50 jiffies. But in this
case the contents of 36874 would increase to 255
and then cycle back to zero. You would hear a
note for only 33 jiffies, since a number less than
128 in the sound generators of the VIC produces
silence.
When using this program, you cannot gener-
ate sounds the normal way. To do so, you must
first reset the interrupt vector by SYS996. This
will also set the volume control to zero. To use
the ML program, add the subroutine starting at
line 8900 to your own BASIC program; and you
can create sound effects using just one POKE,
which would otherwise require a series of
POKES.
In a BASIC program with lines 8900-9240
added, you would first have a line like this in the
main program to enter the ML into memory:
10 GOSUB 8900 : REM SOUND GENERATOR
10 PRINT" {CLEAR] "
20 PRINT" {03 DOWN} {08 RIGHT} {REV}V
IC20{OFF}"
30 PRINT" {02 DOWN}{06 RIGHT}VIC SO
UND"
800 GOSUB8900
9 00 END
8900 FORJ=828TO1019:R£ADF:POKEJ,F:NE
XT
9000 DATA169,15,141,14,144,120,169,8
2
9010 DATA141,20,3,169,3,141,21,3
9020 DATA88,96,10,15,16,64,160,0
9 030 DATA16 2, 222, 173, 7 8, 3, 20 1,10, 17 6
9 040 DATA9, 238, 7 8, 3, 238, 10, 144, 7 6
9 050 DATAl 16, 3, 140, 10, 14 4, 2 36, 78, 3
9060 DATA208,6,140,78,3,142,10,144
9 070 DATA173,79,3,201,25,176,9,238
9 080 DATA79,3,238,11,144,76,146,3
9 090 DATAl 4 0,1 1,144, 236, 7 9, 3, 208, 6
9100 DATA140,79,3,142,11,144,17 3,8 0
9110 DATA3, 201, 16, 176, 9, 238, 80, 3
9120 DATA206,12,144,7 6,176,3,14 0,12
9130 DATA144,236,8 0,3,208,6,140,80
9140
9150
9.160
9170
9180
9190
9200
9210
VIC 20/PET/CBM OWNERS
ROADTOAD *- Hop your load across 5 lanes of ualfic, avoid deadiv
snakes, ar.fl dodge (he dreaded loadealflfs. Cross a raging river full o1 logs,
lurl^as, alligators, and park your toad in the saiety of a harbor. Each time you
park S loads, you entef a tougher level wtiere the action is lasler and the load-
caters ate more numerous. RQADTQAO is written in machine language and
uses high resolution graphics. The sound effecls are exceJIent and you can use
a joystick or the Keyboard to control your toad-
CASS/5(UVIC 20 $1 5,00
(CALIF RES ADD 6% SALES TAX]
lAf ALLBAIUGcR - Blasi your way througli the dodge'm, blast'm, and
a((ack motfes- II you destroy the bouncing balls delore they destroy you. the
walls close in lor the next round. WALLBAI^GER is Mritten in machine
languafle. has great sound, and encourages complex strategies
CASS/5K/VIC 20/CBM B032
CASS/8K/40 COL 5CREEN/0LDNEW ROMS/FAT FORTY $1 5.00
, ^^^^ [CAUF RES ADD 6% SALES TAX]
Write for FREE cataJog:
NIBBLES G. BITS, INC.
P.O. BOX eo'Ui
ORCUTT, CA S3i^e6
VIC-20 OWNERS
Expand your System with these
Exclusive Factory Direct Products
A. DATASPAN-2D
• 5 slot-switch selectable (not an incon-
venient DIP switch) allows control
between computer mode and game
mode
• Fully buffered
• Reset button
• Auxiliary power supply lack
• Fuse protection
• Write protection on one slot
DATASPANKIt SS4.9S
OATASPAN Assembled S79.S
C. RAMcharger
• Turn your Coinmodore 6K cartridge
into a lull 16K cartridge
• Fult address switching capabilities
• Sockets allow future EPROM
substitulpon
RAItflctivger Kit $29.%
All assembled units have
Digital Inlei^ace Systems Co.
P.O. Box 8715
Portland, Oregon 97207
(503) 295-5890
B. RAM raider
• Makes your 3K or "Superexpander
carliidgeafulMK RAM
• Recaptures your RAM for BASIC and
moves it into Expansion memory
(lower hall of Blocks 1.2. or 3)
DAMraider Kit S24.95
flAMraider Assembleil S34JS
D. BREEZE MACHINE
• Extend the tile of yoyi computer with
our V/hisper Quie! FAN
• Plugsdirectly into your expansion
port
• Designed lo work with any VIC
compatible cartridge or expansion
board
BREEZE IMACHINE Assembled $59.35
full 90-day limited guarantee.
TERMS:
Shipping and Handling $3.00
VISA/MASTERCAflD-Add 3°/o
Most orders shipped within •18 hours
(Personal checks — allow 2 weeks.)
VICTIPOFTHENIONTH
Tightly wrap R,F modulator and connectors with tin foil to help eliminate T.V interference
■VIC-20 is a trademark of Commodore Business Machines.
M COMPUTll Januory.1983
Exterminator by Ken Grant
First the bad news... this game is
literally full of bugs. The good news?
We guarantee hours of exciting enter-
tainment trying to remove them.
Some bugs you are likely to come up
against are spiders, snails, fleas and
centipedes in this rapidfire, 100%
machine language, exceptional quali-
ty game. Exterminator runs in stan-
dard 5K VIC. '24.95
Antimatter Splatter! a more
dastardly alien could scarcely be
found than one who would wipe out
an entire civilization by dropping anti-
matter anti-canisters, right? If your
opinion of this alien troublemaker is
the same as ours, probably your first
thought was, get some matter! We
say calm down! All is not lost. A
mobile rapid splatter cannon capable
of both breaking through his standard
alien moving force fields and laying
waste lo the ever-increasing number
of anti-canisters is even now hovering
above us. If only our cannoneer
hadn't called in sick. ..say, what are
you doing today? Anti-Matter Splat-
ter is 100% machine language and
runs in standard 5K VIC. '24.95
3-D Man The exact maze from
probably the most popular arcade
game ever with perspective altered
from overhead to eye level. The
dots. ..the monsters. ..the power
dots. ..the side exits. New on-screen
radar. This game Is amazing, 3-D Man
requires at least 3K memory expander
but will run with any memory add-ons
(8K, 16K, 24K, etc.) that we have come
across. '19.95
Defender on Tri As pilot of the
experimental Defender-style ship
"Skyes Limited," you are the only
hope for an advance party of scien-
tists trapped in ancient alien sphere
which suddenly (heat from collision
course with sun presumably— G.E.)
came to life. Four screens worth of
unique defenses, on-off shields, fuel
deposits, alien treasures, running
timer, energy, score and very nice
graphics display make Ihis one that
does not quickly wax old. Defender
on TRI requires at least 3K memory
expander, but will run with any
memory add-on (8K, 16K, 24K, etc.) we
have come across. '19.95
• • SPECIAL • •
Another NUFEKOP Big Deal to close
this year out RIGHT! Weat NUFEKOP
want to celebrate by giving you a gift.
Our catalog. ..FREE. No, seriously, if
you order both Antimatter Splatter
and Exterminator, or three of the
lesser-priced games, you may pick
ONE FREE GAME from any of the
above (except Exterminator.) Happy
New Year!!
nUFEKUP
P.O. Box 156, Shady Cove, Oregon 97539-0156
C.O.D. Orders...call (503) 878-21 13
Mastercard and Visa cards accepted
Ask for our new FREE catalog!
Games will be on tape unless you request disk.
Alien Panic Standard 5K VIC
20/combinalion slick & keyboard.
This arcade-type game pits you
against time and an alien on a six
level construction sight with ladders
and pitfalls, but not to worry! You
have a shovel. '12.95
Krazy Kong The crazy gorilla has
taken three fair maidens up to the top
of the giant stairway. And you (the
valiant hero) will attempt lo rescue
them at the risk of your own life. Your
timing must be totally accurate as
you jump the barrels that Kong is
rolling down at you. '12.95
Rescue From Nufon Adventure '12.95
Collide Crunch '12.95
Vikman Classic '1 2.95
Search Challenging '1 2.9S
SPECIAL OFFER! With any
order of Exterminator and Anti-Mat-
ter Splatter •mb'W send you a FREE 17"
X 22" poster like the one shown
above. Also available separately tor
$3.50.
VIC is a trademark of Commodore Business Machines, Inc.
Easy Apple Disk
Space Messages
Beirne L Konorski, Kent, OH
As diskettes fill up, it is useful to know how much
room is left on them. Two methods exist for find-
ing this number. One is to get a calculator or pencil
and paper and add the figures. This seems point-
less, since the computer is supposed to do those
tasks. The alternative is to run the FID program
from the system master. This is a nuisance,
though, because you often change diskettes.
Since many people incorporate a CATALOG
command into their greeting program, this would
be the most useful place for a sector-counting
subroutine. The DOS Mflnws/ contains two sections
which help to solve this problem. The first is the
RWTS (Read or Write a Track and Sector) machine
language program (p. 94). The second is the listing
of sector allocation (p. 129). The RWTS subroutine
can be used to read the sectors containing the
catalog and tally the amount of sectors used.
The diskette directory is located in track $11.
It contains 15 sectors of catalog information, each
holding the names and sizes of seven programs.
The program reads one sector at a time beginning
with sector $F and places it into the memory range
beginning at $2000. The sector is then checked
before the next one is read from the disk.
The seven program titles are checked for two
things. The first is to see if the program is current.
When a program is deleted, its catalog entry is
not erased, but instead the first byte of the listing
becomes $FF. If the program is current, then the
bit containing the length is added to the running
total. The Least Significant Byte of the total is
stored in location $6074, or 24692. If there is a
carry, it is placed in $6075. When all seven listings
have been checked, the next sector is loaded, and
the process continues until all fifteen sectors are
read. The computer then returns to BASIC.
The rest of the BASIC program PEEKs the
two locations containing the sum of the sectors
used. The Most Significant Byte is multiplied by
256 and added to the LSB. This total is displayed
and then subtracted from 496 to give the figure
for the space remaining.
The program reads the DATA lines and enters
the numbers beginning at $6000. It displays the
CATALOG, then gives the results of the count. It
can be substituted for your HELLO program,
56 COMPUTE! January, 1983
with your own personal touches like name and
date placed before or after line 20, or after line
110.
10 D« = CHR* (4)
20 PRINT D*! " CATALOG "
30 FOR K = 24576 TO 24694
40 READ A
50 POKE K,A
60 NEXT
70 CALL 24576
BO X = PEEK < 24672) sY = PEEK < 24693)
90 Z = X + 256 » Y
100 PRINT i PRINT "SECTORS USEDi ";Z
110 PRINT "SECTORS REMAINING: ";496 - Z
120 END
130 DATA 169, 96, 160, 76, 32, 217, 3, 17
3, 11, 32
140 DATA 201, 255, 240, 3, 32, 99, 96, 23
8, 118, 96
150 DATA 173, 118, 96, 201, 7, 208, 2B, 1
69, 0, 141
160 DATA 118, 96, 169, 44, 141, 104, 96,
169, 11, 141
170 DATA 8, 96, 173, 2, 32, 201, 0, 240,
25, 141
IBO DATA Bl, 96, 76, 0, 96, 173, 104, 96,
105, 35
190 DATA 141, 104, 96, 173, 8, 96, 105, 3
5, 141, a
200 DATA 96, 76, 7, 96, 96, 0, 1, 96, 1,
0
210 DATA 17, 15, 94, 96, 0, 32, O, O, 1,
0
220 DATA 0, 96, 1, 0, 0, 1, 239, 216, 0,
24
230 DATA 173, 116, 96, 109, 44, 32, 141,
116, 96, 144
240 DATA 3, 238, 117, 96, 96, 0, 0, 0, 0
Use the handy
reader service cards
in the back of the
magazine for
information on products
advertised in COMPUTE!
[ "^yl
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"'^Stevenson's graphic genius, first displayed in his
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ts meet cobras, scorpions, giant lizards,
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ly -Be ready to fight, or run, crawl or
to-nossible safety. The menace is
Jtionsand strategy are yours.
,. .„„ .J never seen an adventure like
[ Aztec! You'll never tire of its amazing
•n-animation.and exciting challenge.
.^ S39.95 for the Apple M " At your
^ computer store or:
wy
'Aa
fc-^^?
:f'c^^>i
i*^
•' ^.^
^
^-<*-«^_.
"r-
f **.J.U-'.k'ii.^'-j>i4.
97-18 Cozycrofi Ave., Chatswor
■'^,
, iiht^
rOO shipping-
>iits add fi'./".!!
y
Juggler
Doug Ferguson, Elido, OH
For Atari ami VIC (with or witlwiit e.xpamion), this
game will challenge anyone's dexterity. If you can score
50 with two balls or 500 with three, there is an extra
surprise.
"Juggler" is a fast-action game I wrote in Sep-
tember 1981 when the idea of programming BASIC
was very new to me. It has undergone countless
revisions since then, but the main loop (lines 860-
970) remains what it was the first night I strug-
gled .
The purpose of Juggler is to use the joystick
to control the arms of a cartoon juggler in his at-
tempt to keep two or three balls in the air. The
juggler's hands move in tandem and can be
positioned to catch the three colored balls {inside,
middle, and outside). Since this game is not for
the timid, it requires a joystick because only game
addicts know how to work them.
The balls are as random as I could make them
and, contrary to the opinion of novice players,
cannot land at the catching stage at the same time.
The most important playing strategy is to make
sure you hear the ball being caught before you
move the hand toward another catch. The game
can be slowed down merely by adding a few extra
GOSUB 150 statements in the main loop, prefer-
ably at lines 860, 900, and 940.
The game will run on either the unexpanded
or expanded VIC-20. 1 would rather not explain
how it all works, mainly because it often follows
inconsistent logic and layout. One technical foot-
note for those curious enough to investigate the
program: instead of using zeros as values, I used
a period (as in Y = .) because I read somewhere
that this is faster and still zeros out the variable.
To start a game, push the joystick up or left
for the three-ball or two-ball games, respectively.
To repeat the same game, press the fire-button,
or move the stick to change games. If you want to
quit, hit Q.
58 COMPUTtI Janui3fv.1983
Program 1: VIC-20 Version
100 POKE36879,75:X=RND(-TI) :Y=2:G0T
0670
110 POKEV,15:POKEV-2,N:FORT=1TO10:N
EXT:POKEV-2,0
120 0=0+l+ABS(C) *9
130 PRINTTAB(7) " {WHTlSCORE "0"{HOME
HOME} "; : RETURN
140 DEFFNJ{X)-~( (PEEK(37151)ANDX)=.
) : RETURN
150 IFFNJ (16)ANDU=1THEMGOSUB360
160 IFFNJ (16)ANDU=2THENGOSUB420
170 POKEG+2,127:Q=PEEK(G) :POKEG+2,2
55
180 IFQ=119ANDU=1THENGOSUB480
190 IFQ=119ANDU=.THENGOSUB420
200 RETURN
210 IFPEEK (H) <64THEN330
220 RETURN
230 IFPEEK (H+2) <64THEN340
240 RETURN
250 IFPEEK(H+4)<64THEN350
260 RETURN
270 IFPEEK (H+16X64THEN330
280 RETURN
290 IFPEEK (H+14) <64THEN340
300 RETURN
310 IFPEEK(H+12)<64THEN350
320 RETURN
330 POKEJ%(K-A) ,32:D=K-1:GOSUB630:G
OTO540
340 POKEU% (L-B) ,32:D=L:GOTO540
350 POKEG% (M-C) , 32 : D=M+1 :GOSUB640 :G
OTO540
360 POKEH+2,32:POKEH+3,32:POKEH-1,7
4:POKEH,64:POKEH+l,7 5
3 70 POKEH+4,32:POKEH+5,32:POKEH+24,
32:P0KEH+23,77:P0KEH+25,32
SUNDAY DRIVER gives you four scenarios to
choose from. You must beat the clock as you
drive along while avoiding pedestrians, other
cars, and obstacles. In other versions it's winter
and you're on ice-slicked roads. In game three
it's nighttime (don't hit the ghosts). If this
sounds too easy try the 007 option — it's you
against them on twisty roads.
SEND CHECK OR MONEY ORDER TO:
Software
P.O. Box 23 Worcester, MA 01603
MasterCard and VISA accepted (617)892-3488
16K cassette or disk $29.95.
Dealer inquines invited.
1982 A.N.A.L.O.G. Software
ATARI® is a trademark of AtARI, Inc.
38 0 POKEH+14,32:POKEH+15,32:POKEH+1
l,74:POKEH+12,64:POKEH+13,
75
390 POKEH+16,32:POKEH+17,32;POKEH+3
7,32:POKEH+35,77:POKEH+36,
32
4 00 POKEH+187,77:POKEH+188,78:POKEH
+ 209, 32 :P0KEH+18 1,103: POKE
H+203,122:POKEH+180,32:U=.
410 RETURN
420 POKEH+l,74:P0KEH+2,64 :POKEH+3,7
5:POKEH,32:POKEH-l,32
4 30 POKEH+4,32:POKEH+5,32:POKEH+25,
32:POKEH+2 3,32:POKEH+24,7 2
44 0 POKEH+13,7 4:POKEH+14,64:POKEH+l
5,75:POKEH+12,32:POKEH+ll,
32
4 50 POKEH+16,32:POKEH+17,32:POKEH+3
7,32:POKEH+35,32:POKEH+36,
72
4 60 POKEH+181,103:POKEH+203,122:POK
EH+18 7,101:POKEH+209,76:PO
KEH+188,32:POKEH+180,32:U=
1
470 RETURN
A fumbled ball crashes in "juggler," VlC-20 version.
480 POKEH+3,7 4:POKEH+4,64:POKEH+5,7
5:POKEH+2,32:POKEH+l,32
4 90 POKEH,32:POKEH-l,32:POKEH+25,78
:POKEH+23,32:POKEH+24,32
500 POKEH+15,74:POKEH+16,64:POKEH+l
7,75:POKEH+14,32:POKEH+13,
32
510 POKEH+12,32:POKEH+ll,32:POKEH+3
7,7B:POKEH+35,32:POKEH+36,
32
5 20 POKEH+181,7 8:POKEH+180,77:POKEH
+203,32:POKEH+187,101:POKE
H+209,76:POKEH+188,32:U=2
5 30 RETURN
540 GOSUB650:PRINTTABCD} "{21 DOWN} {
WHT}CRASH{HOME}"; :P0KEV-1,
N:POKE79 54-SC,15:POKEH-36,
34
5 50 FORT=15TO0STEP-1:POKEV,T:POKEV+
1 ,PEEK (V+1)AND2480RT
560 FORW=1TG100:NEXT:NEXT:POKEV-1, .
:POKE36879,75
5 70 PRINTTAB(7) "{YEL} {02 DOWN}GAME ~
OVER{DOWN} ":POKEH-14,64:GO
TO590
580 PRINT" {BLK}T{YEL} 3 BALLS
DOWN} ":PRINT" {BLK}«-
YEL} 2 BALLS{D0WN}":PRINT"
PRESS {REV}Q{0FF} to Q
UIT":GOSUB140
590 GETA$:IFA$="Q"THENSYS65234
595 IFFNJ (32}ANDY<>2THENRESTORE:E=0
:O=0:GOTO710
600 IFFNJ (16)THENCLR:Y=1:GOTO700
610 IFFNJ {4}THENCLR:GQTO700
620 GOTO590
630 FORT=38884TOT+6 :P0KET-C0,7 :NEXT
: FORT=38900TOT+6:POKET-CO,
7:NEXT:RETURN
640 FORT=3888 4TOT+6:POKET-CO,6:NEXT
: FORT=38899TOT+6 :POKET-CO,
6:NEXT:RETURN
6 50 FORT=8165+DTOT+2:POKET-SC,123:N
EXT
660 RETURN
670 PRINT" {CLEAR} {DOWN} {YEL}V
IC JUGGLER{WHT} "
680 PRINT"{03 DOWN} {03 RIGHT}USE JO
YSTICK ONLY{04 DOWN}"
690 PRINT" {YEL} {04 RIGHT}CHOOSE GAM
E{DOWN}":GOTO580
7 00 V=36878:H=7968:G=37152:DIMJ%{18
) ,U%(16) ,G%(13)
710 PRINT" {CLEAR}"; : IFPEEK (36869 ) =1
9 2THENSC=3 584:CO=512
720 H=7968-SC:GOSUB140
7 30 FORX=8015TO8025:POKEX-SC,64:NEX
T:POKEX-6-SC,104
7 40 POKEH-37,93:POKEH-3 5,93: POKE H+7
:POKEH+118,102
7 50 POKEH-15,93:POKEH-13,9 3:POKEH-5
9,85:POKEH-57,73
7 60 POKEH-36,114:POKEH-14,8 2:POKEH+
8 ,114:POKEH-58,64:P0KEH+74
,102
7 70 P0KEH+139,78:P0KEH+141,77:P0KEH
+ 150,78 :P0KEH+164,77:P0KEH
+96,102
780 GOSUB360
790 F0RK=2T016:READJ%(K) :J%(K)=J%(K
) -SC:P0KEJ% (K)+30720+SC-CO
60 OWWWIB jQr,uory.1983
DRKAMIiVG or is it real? ^
Lost in a maze of haunted chambers . .
pursued by fearsome creatures
YOU*R£ TRAPP^pt^^ OLD
seek the key to your escape ...
reach the Iron Door. Pay no
attention to the footstcfi^jiehind
^it's not the psychopatlkJ^iller! ^
Concentrate— THINK! Fkid Your
Mind*s Eye hidden in the Death TunneL
WHERE IS IT? ^^^ .
THE NIGHTMAJRE, designed by Marc RusseU Beniof^^^?^
Offers... Ce&^Z
• Both Puzzle-Solving & Role-Playmg Intrigue!
• Superb Graphics, Sound 81 Color Animation!
• Hours of Challenging Horror!
Requires... --»■
• ATARI 4001800 81 One Disk Drive
• One Player 81 Joystick ControUer ' ^^
Comes with....
• Game Prog ram & Complete Instrx
• BPYX30IFOKEVERWABRANTY'\
es^^JK,
Now Available At Your Favorite Deale
For the name of your nearest EPYX
"THENIGHTMAREjJ
EPYX/Automated Simula
1043 Kiel Court, Sunni ''
coMPtrref? gam€S
EPYX Temple of Apshai was the very first computer
game ever to win the Hobby industiy award for
excellence. EPYX pledges you that same excellence
in every game you purchase from us . . . the VERY
BEST in entertainment!
EPYX 30/FOREVER WARRANTY
*Our 30-day Unconditional Guarantee: If your
EPYX Game has any defect whatsoever within
30 days of purchase, return it to us or your
dealer and we will replace it free .
*Our Forever Warranty: If anything happens
to your disk at any time after 30 days, for
any reason. Just send it back with 85,00 for
shipping, and we will send you a replacement .
*AUaa 400I800 is a trademark of ATARI , IfiC .
,7:NEXT
800 FORK=2T014:READU% (K) : U% (K)=U% (K
) -SC:NEXT
810 F0RK=2T012:READG% (K) :G% (K) =G% (K
)-SC:POKEG% (K) +30720+SC-CO
,6:NEXT
820 K=INT(RND(1)*8)+2:A=1
830 L=INT(RND(1) *7)+2:B=l
840 IFY=0THENM=INTCRND{1) *6)+2:C=l
8 50 IFO>49+4 50*ABS(C)THENE=1:Y=.
860 GOSUB150
870 N=220:IFK=17THENGOSUB270:A=-1:G
OSUB110:K=15-E
880 IFK=1THENGOSUB210:A=1:GOSUB110:
K = 3+E
8 90 POKEJ%{K-A) ,32:POKEJ%{K) ,81:K=K
+A
900 GOSUB150
910 IFL=15THENGOSUB290:B=-1:GOSUB11
0:L=13-E
9 20 IFL=1THENGOSUB2 30:B=1:GOSUB110:
L = 3+E
9 30 POKEU%(L-B) ,32:POKEU%(L) ,81:L=L
+ B
940 GOSUB150
9 50 IFM=13THENGOSUB310:C=-1:GOSUB11
0:M=11-E
9 60 IFM=1THENGOSUB2 50:C=1:GOSUB110:
M=3 + E
970 POKEG% (M-C) ,32:POKEG% (M) ,81:M=M
+C:IFE=.THEN850
980 POKEJ% (K-3*A) ,32:POKEJ% (K-2*A) ,
81
990 P0KEU%{L-3*B) , 32 : POKEU% {L-2*B) ,
81
1010 POKEG% CM-3*C) ,32:POKEG% (M-2*C) ,
81:GOTO860
1020 DATA 7946,7902,7858,7815,7772,7
7 30,7710,7712,7714,7738,77
84,7829,7874,7918,7962
1030 DATA79 48, 79 04, 7860, 7817, 777 4, 7 7
5 4,77 56,7758,778 2,7827,7 87
2,7916,7960
1040 DATA79 50, 7 9 06, 78 62, 7819, 7798, 77
7 8,7 8 02,7825,7870,7914,795 8,
Program 2: Atari Version
lOO REM
1 10 GRAPHICS IS
120 GOSUB t60:GRAPHICS 19:P0KE 756, CH
SET/256: SETCOLOR 1 , 1 2 , 6: SETCDLOR
3, 4,8: SETCOLOR 2,0, lO
130 SCR=PEEK <B8> +256*PEEK (89)
#6; " '. "
# 6 ; " < { [I> t lU < f!> > "
#6; " <:C] "
*6:" t V."
ISO BALLS = 2:DI« B ALL* ( 3 ) : &ALLS= "G {[?>
t6J": POSITION 6,0:? #6;M*
190 GOSUB 320:P0SITlaN I,l5? «6;"ErEaa
140 POSITION 7.6
150 POSITION 7,7
160 POSITION 7.3
170 POSITION 7,9
?O0
?io
120
J30
?40
E: " ; BALLS
POSITION lO, 1 : ?
F PRACTICE THEN
6; "HmEEH^"
K=PEEK (53279) : IF K=7 THEN
IF PEEK (53279) =K THEN 220
IF K=5 THEN B ALLS= 5-B ALLS
IF K = 3 THEN PR ACT I CE= 1 -PR ACT I CE
#6; " ta SPACES]
POSITION 10,1:
:io
Atari Notes
Use your joystick to move the Juggler's arms
to any of three positions (far left, center, or
far right) to catch and (deflect the balls. You
can select a game with either two balls or
three balls by pressing SELECT when the
game is RUN. If you press OPTION, you can
play a "practice" game. In a practice game,
you cannot make any points, but you can't
lose, either. It's a gootj way to learn how to
play without becoming frustrated.
A successful catch is greeted with a
"bleep," but a miss gets you a raspberry. If
you're not playing a practice game, it's all
over when you miss a ball. The rest come
tumbling down!
A note on strategy: let go of the joystick
after each move. This will return the Juggler
to the center position, where it is easiest to
quickly react.
250
IF K<>6 THEN 190
260
POSITION 1,1:? #6; "{9 SPACES:"
270
GOSUB 1190
280
REM ■;[:%.<; ■^•M::*
290
GOSUB 320:eOSUB 320
3O0
GOSUB 440: GOSUB 320
310
GOTO 290
320
REM ■=faij=ai:l:lZH:S
330
IF PEEK (53279) =6 THEN RUN
340
P0S=2- (l-PTRIB(O) )+ (1-PTRI6 ( 1 > )
350
ON POS GOSUB 370,390,410
360
RETURN
370
POSITION 6.7:? *6 s " < {[I><il> CE)' >
:POKE 77,0
380
POSITION 8,9:? «6;"4 +":RETURN
390
POSITION 6,7:? #6;" < { C: <: tE> 1 03 > "
400
POSITION 8,9;? #6: "4 "/"jRETURN
4 10
POSITION 6,7:? #6;" < <:E! f D> t CJ > "
: POKE 77, 0
4 20
POSITION B.9:? »»6;"« 7.":RETURN
430
REM mzi.vi.m-.r'.}mmm
440
INDEX=(INDEX+l)t( INDEX < BALLS- 1 )
4 50
BPOS=BPOS ( INDEX)
460
WHICH=WH1CH( INDEX) ; BDI R=BD I R ( I NDE
X) :BIN=BIN( INDEX)
470
POKE BPOS.O
480
BPOS=BPOS+PB( WHICH, BIN) *BDIR
490
POKE BROS, ASC (BALLS.( INDEX + 1 ) )
500
BIN=BIN+BDIR: IF BIN=0 OR BIN>PB(W
HICH,0) THEN 530
62 COMPUIE Jonuatv.1983
Fbr the Atari 400/800 Home Computer ^^^^ggl^
'ou are Sentinel 1, the latest in highly maneuverable strike aircraft, and you have a mission, to
protect the metropolis, but the alien attack will stop at nothing to destroy your very last lines
. of defense. Your senses are tuned for battle and the ^ '^^^
attack begins. ^JH^^^^^g ^" — - -
Aliens will block your path, destroy your ship,
deplete your fuel and sacrifice their lives to stopyour <
mission. You must destroy the aliens with your rapid
fire lasers before they home in
and destroy you. There is no
escape — you must destroy them
all for they will stop at nothing.
S S<5s*\
-fr fTT '
y 1007(1 machine language
y 1 or 2 player option
f.-vii y joy stick controls
•. y' y lateral scrolling screen
•/superb graphics
y extensive color
y finest sound utilization
yavailable in 16K tape $29.95 U.S. funds
y 24K disc S54.95 U.S. funds
ycall your local dealer for more information
SOFTWARE
:,^;>^:>-fVl
Inhome Software Incorporated 2485 Dunwin Drive, Mississauga, Ontario L5L ITl. (416) 828-0775.
Atari is o registered trode mofk of Atari Inc Made in Conodo
510
520
530
540
550
560
570
580
590
600
610
620
&30
640
650
660
BIN CINDEX)=BIN
BROS ( INDEX >=BPOS: RE
REM ■H:h-W--Ijairr;l'j-C
P=PEEK (BPaS+20) : IF
O THEN 580
FOR W=14 TO O STEP
10,W: SOUND 1 , 60, 10.
IF NOT PRftCTICE TH
+1+9* (BALLS=3) : POSI
RS <SCDRE) ) /2, 1 : ? #6
POKE BROS, 0: BDIR ( IN
EX)jBDSUB 1260:RETU
SOUND O, lOO, 12, 8: FO
XT WjSOUND 0,0,0,0:
EN 570
FOR 1=1 TO 10:F0R J
POKE BPDS ( J) , ASC (BA
BPOS ( J ) =BPOS ( J ) +20-
O, I*BALLS+J, 12, lO-I
POSITION 9,6:7 #6;"
POSITION 5,0:? #6;"
IF PEEK (53279) <>6 T
RUN
REM mn:h**t-Am*-:i:Ti**.y.
TURN
_ _ 1^^ 4=lri^ ■! hyj
P028 AND P<>3
-2:S0UND 0,50,
WrNEXT U
EN 3C0RE=SCORE
TIDN 10-LEN(ST
; SCORE;" "
DEX)=-BDIR ( IND
RN
R W=l TO 50:NE
IF PRACTICE TH
=0 TO BftLLS"l
LL* (J+l ) )
BDIR tj) :SOUND
:NEXT J:NEXT I
DresE. i=»»:lr«i--
HEN 64 0
iPOKE CHSET+I,PEE
O, I , 10,8: POKE 53
•
JiU
99le
r
^
Reaching li'ith nii oulstretclied arm in the Atari version
of "jiiggier."
670 GRAPHICS 2+16:DIH M*(10)
680 M*=" JmrgBEr "
690 FOR 1=1 TO LEN <M4) : A=ASC (M« ( I ) ) : P
OKE 712, INT (A/16) «16+14
700 FOR J=l TO IIjCOLDR 32:PL0T I+J-1
,J-::COLOR AiPLOT I+J,J;SOUND 0,J
+I«10, 10,8: NEXT J:CDLDR 32:PL0T I
+J-I . J-1
710 FOR J=10 TO 6 STEP -IsCDLDR 32:PL
OT I+J/2+3. 5, J+1 ;COLOR A:PLOT 1+3
+J/2,J:S0UND 0, J+I t lO, 10, 8: NEXT J
720 NEXT I
730 FOR 1=0 TO 240 STEP lO:P0KE 712, O
740 A=PEEK (70B> : POKE 708 , PEEK ( 709 ): PO
KE 709, PEEK (710) : POKE 710,PEEK(71
1 ). : POKE 711, A
750 POKE 71 1 , PEEK (53770) : POKE 53279,0
760 SOUND O, I , 10. 4: SOUND 1,1+10,10,4:
NEXT I
770 SOUND O, 0,0,0: SOUND 1,0,0,0
780 GRAPHICS 2 + 1 6 : POSI T ION 7,6:? »6;ri
*
790 CHSET= (PEEK ( 106) -8) *256: FOR I=0 T
O 7:P0KE CHSET+I ,0;NEXT I
800 RESTORE 840: IF PEEK « CHSET+S ) =60 T
HEN 1030
810 FOR 1=128 TO 207;
K (57344+1 ) : SOUND
274, I : NEXT I
820 FOR 1=1 TO 14:READ A,B:FOR J=0 TO
7; POKE CHSET+A«8+J , PEEK ( 57344 +Bt
B+J): SOUND O . A . 1 0 , B : SOUND 1,B,10,
B
830 POKE 53274, A:NEXT J:NEXT I:SOUND
O, O, O, O: SOUND 1,0, 0,0
840 DATA 34,34,33,97,44,108,51,115,26
, 26, 42, 4 2,53, 1 17, 39, 103, 37, 1 0 1 , 50
, 1 14, 48, 48, 35, 99, 52, 116,41, 105
B50 READ A: IF A=-i THEN SOUND 0,0,0,0
:GOTO 10 30
B60 FOR J=0 TO 7: READ B:POKE CHSET+A*
8+J,B:S0UND O, B, 10, BsPOKE 53274, B
:NEXT J
GOTO 850
1,60, 126, 219, 2 55, 189,
870
880
890
900
910
920
930
940
9SO
960
970
9 80
990
lOOO
1010
1020
1030
1O40
1050
1060
1070
lOBO
10 90
1 100
1 1 lO
1 120
1 130
1 140
1 ISO
1 160
1 170
1 180
1 190
1200
1210
1220
1230
124 0
1250
1260
1270
1280
1290
1300
1310
1320
DATA
, 60
DATA
, 126
DATA
195
DATA
DATA
DATA
60
DATA
DATA
DATA
DATA
DATA
DATA
DATA
195, 126
2,24, 102, 165, 219, 231, 126, 122
3, O, 126, 126, 126, 126,231 , 195,
4,3,6, 12,24, 16, 112,0,0
5, 192, 96, 48,24,8, 14,0, O
6,60,90,219,255,231,231, 126,
7,0, O.O, 24, 24,0, 0,0
8,0,0,0,0, 63, 224, O, O
9,0,0,0,0, 252, 7, O, O
1 O , 1,67,166,28,0,0,0,0
11 , 128, 194, ioi , 56, 0,0, O, O
28, 128, I30,68, 60, 7,0, 0,0
30, I , 33, 18, 60, 224, O, 0,0
16, 24,28, 30, 30,2 8,24, 16
,19,19,
,-1,19,
, -1 , 19,
19, 19,
!0,0,-9
, J >=A:
-1
■1
DATA 127,
DATA -1
REM ■:i|.1-|-^ifc<:h*rf:T»*-^;fc*J.V
REM Read in parabolas
DIM PB (4, IS) : RESTORE 1060
DATA 0,-19,-20,-21,-21,-1,
20,20,0,-99
DATA 0,-20,-21,-21,-21,-1.
20, 21 ,21 ,0, -99
DATA 0,-19,-20,-21,-21
19,20,21,0, -99
DATA 0,-19,-20.-20,-21,
19,20,0,-99
DATA 0,-20,-21,-21.19,19,:
9
FOR I=0 TO 4
FOR J=l TO 15
READ A: IF AO-99 THEN PB ( I
NEXT J
PB ( I , O) ^J-1
NEXT 1
DIM BROS (2) , BPEEK <2) , WHICH (2)
DIM BDIR (2) , BIN (2) : RETURN
REM FifTr* it if :T* »^ ^ ^I:T Ka
FOR 1=0 TO 2: WHICH (I )=-l :NEXT I
FOR I=0 TO BALLS-1
BDIR< I>=-i+2* (RND ( 1 ) >0. 5)
INDEX=I : GOSUB 1 260
NEXT I
RETURN
REM »<?>** J=T**4^.]:i:^;T:T«
WHICH=INT (5«RND (0> ) : WH 1 CH ( I NDE X )
= -1
BROS (INDEX ) =SCR+13 0+INT (3*RND<0)
> -4* (BDIR ( INDEX) =-1 )
FOR J=0 TO BALLS-1
IF WHICH (J>=WHICH THEN J=BALLS:N
EXT J:GOT0 1260
NEXT J: WHICH( INDEX) t=WHICH
BIN<INDEX)=1+(PB(WHICH,0>-1)*(BD
TR ( INDEX>=-1 )
RETURN
64 COMWIB Jonoaiy,1<Pa3-
...and so there were l«eys
for1heAtari400.
S&w;:
-VW'
:x^VL
ftS^
?^???^*iiri
?J^
"■^vSK
iSfi^V*
?;?S'te"
'MU'
NT
.n the beginning there was the membrane keyboard.
So it was to be done that Inhomc Software would create a full-stroke
keyboard for the Atari 400 Home Qjmputcr and it would be called the B Key
400, and would sell for $ 1 1 9.95 U.S. funds.
The new B Key 400 was made so easy to install that the owner could do
it himself in a miraculous two minutes.
With the B Key 400 keyboard from Inhome Software, you will follow
into the land of professional home computers that arc powerful, easy to
program and have a great capacity that can be made even greater with Inhomc
Software 48K and 32K memory boards. It was done and it was good.
INHOME ^ SOFTWARE
Inhomc Software Incofporated, 2485 Dunwin Drive, Mississauga, Ontario L5L ITl. (416) 828-0775. Made in Canada.
ATARI rs a legislorcd iradernark of ATARI. USA
$85
$65
KM MM Pascii for PET/CBM
A subset o( standan) Pascal with extensions.
- Mactiine language Pascal Source Editor with cureor
oriented window mode
- MacNne Language P-Code Compiler
- P-Code to machine language translatof fof optimiied
object code
- Run-time package
- Floating point capatiility
- Usef manual and sample progfams
Reguires 32K Please specify configuration.
EARL for PET (disk file base^
EdUr, AttMUir, Rtlmtir. Uikir
Generates retaatable object code using MOS Technology
mnemonics. Disk file input lean edit files largef ifian
menxxy). Links .multiple object programs as one memory
load. Listing output lo screen of printer. Enhanced editor
operates in txMh command mode and cursor oriented
"window" mode
RAM/ROM
for PET/CBM
4K or 8K bytes, of soft ROM with optional
t>attery backup.
flAM/ROM is compatitjie wjth any large keytjoard machine
Plugs into one of the ROM sockets atxwe screen memory to
give you switch selected write proteciatiJe RAM.
tise RAM/ROM as a software development tool to store data
or machine code tieyond the nonnal BASIC range. Use
RAM/ROM TO LOAD A ROM image where you have possitile
conflicts with more than one ROM requiring the same socket-
Possible applications inclixie machine language sort (such as
SUPERSORT), unrversal wedge. Extramoa etc.
RAM/ROM - 4K $75
RAM/ROM -■ 8K 90
Battery Backup Option 20
SU BSORT by James Strasma $35
Subsort is an excellent general purpose machine language
sort routine for PET/CBM computers. Sorts both one and two
(jimensioned arays at lightning speed in either ascending of
descending order. Othsr fields can be subsorled when a match
IS found, and fields need not be in any special ofder. Sort arrays
may be Specified by name, and fields are random length
Allows sorting by bit to provide 8 categories per byte. The
routine works with all PET BASICS, adjusts to any memory
size, and can co-exisi with other programs in high memory.
SuperGraphics 2.0
NEW Version with TURTLE GRAPHICS
SuperGraphics, by John Fluharty, provides a 4k machine
language extension which adds 35 full featured commands to
Commodore BASIC to allow fast and easy plotting and
manipulation of graphics on the PET/CBM video display, as
well as SOUND Commands Animations which previously
were too slow or impossible without machine language
subroutines now can be programmed directly in BASIC Move
blocks (or rockelships, etc ).or entire areas of the screen with a
single, easy to use BASIC command Scroll any portion ol the
screen up, down, left, or right. Turn on or off any of the 4000
(8000 on 8032) screen pixels with a single BASIC command
In high resolution mode, draw verticaf horizontal, and diagonal
lines. Draw a box. fill a box. and move it around on the screen
with easy to use BASIC commands Plot curves using either
rectangular of polar co-ofdinales (great (or Algebra Geometfy
and Trig classes )
The SOtJN D commands allow you to initiate a note or series
of notes (Of even several songs) from BASIC, and then play
them in the background mode without interfering with your
BASIC program This allows your program tp run at full speed
with simultaneous graphics and music.
Seven new TURTLE commands open up a whole new
dimension in graphics. Place the TURTLE anywhere on the
screen, set his DIRECTION, lum him LEFT or RIGHT, move
hm FORWARD, raise or lower his plotting pen. even flip the
pen over to erase. Turtle commands use angles measured in
degrees, not radtans, so even elementary school children can
create fantastic graphic displays.
Specify machine model (and size), ROM type (BASIC 3 or 4)
SupefGraptiics in ROM S45
Volume discounts available on ROM version for schools.
NEW
VERSION II
fir rn/tll Ci^ftm
FLEX-FI LE is a set of flexible, friendly programs to allow you to
set up and maintain a data base. Includes versatile Report
Writer and Mail Label routines, and documentation for pro-
grammers to use Data Base routine as part oi other pro-
grama
RANHOH Jti:CE3S OATJI lASE
Record size limit is 256 characters The number of records per
disk is limited only by record size and free space on the disk.
File maintenance lets you step forward or bacfcward through a
file, add, delete, or change a record, go to a numbered record, or
find a record by specified held (or partial Held), Field lengths
may vary to allow maximum information packing Both sub-
totals and sorting may be nested up to 5 fields deep Any field
may be specified as a key. Sequential file input and output as
well as file output In WordPro and Paper Mate format is suppor-
ted Record size, fields per record, and order of fields may be
changed easily
MAIUKG USELS
Typical mail records may be packed 3000 per disk on 8050
(1 400 on 4040). Labels may be printed any number wide, and
may begin in any column position. Tliere ts no limit on the num-
ber or order of fields on a label and complete record selectjon
via type code or field condition is supported
REf>OflT WHITEH
Flexible pnnling format, including field placenenL decimal
justilication and rounding Define any column as a series of
math or trig functions performed on other columns, and pass
results such as running total from row lo row. Totafs, nested
subtotals, and averages supported. Complete record selectkia
including field within range, pattern match and kigical func-
tions can be specified,
FLEX-FILE II by Michael Riley $110
Please specify equipment configuration when ordering
Di^Kiiii;
lirteniiire Cm Uatt by LC Cirfile
COMPLETE DISK RECOVEHY SYSTEM FOfl CBM DRIVES
- edit disk blocks with ease
• duplicate disks, skipping over bad blocks
- complete diagnostic facilities
- un-scratch scratched files
- check and correct scrambled hies
- recover improperly closed files
• extensive treatment of relative (lies
- optional output to IEEE488 printer
- comprehensive user manual (an excellent tutorial on disk
operation and theory!.
Furnished on cooy-prolecled disk with manual
Backup disk available. St 0 additional.
$40
PROGRAM YOUR OWN EPROMS $75
Branding Iron EPROK^ Programmer for PET/CBM software for
all ROM versions Includes ali liardware and software to pro-
gram Of copy 271 6 and 2532 EPROMs
raRTMAKER bUALliS23^^^ ~
SERIAL PORT $63
Two ports with full bipolar RS232 buffering. Baud rates from
300 to 4800. For PET/CBM, AIM, SYM,
CBM Softtnre
TCL Pascal Version 1.6
Petspeed BASIC Compiler
Integer BASIC Compiler
CMAR Record Handler
UCSD Pascal (without board)
Wordcraft 80
BPI Accounting Modules
Professional Tax Prep Sys.
Intelligent Terminal Emulator
ASERT Data Base
Personal Tax Cat
Dow Jones Portfolio Mgmt.
Assembler Devekipment
Legal Time Accounting
135
225
110
110
135
300
300
600
25
375
55
110
80
445
FORTH for PET
BY L C. Cargile and Michael Riley $50
Features include:
full FIG FORTH model.
aJ( FORTH 79 STANDARD extensions,
stnjctured 6502 Assembler with nested tiecision making
macros.
full screen editing (same as when programming in
BASIC),
auto repeat key,
sample programs,
standard size screens (IB lines by 64 characters).
1 50 screens per diskette on 4040, 480 screens on 8050.
ability to read and write BASIC sequential files.
introductory manual,
reference manual.
Runs on any f6K or 32K PET'CBM (including 8032) with
ROM 3 or4, and CBM liisk drive. Please specify configuration
when ordering,
Mebcsm^ler far FORTH {30
simple metacompiler for creating compacted object code
which can be executed independently (without the FORTH
system!.
PaperMate
60 COMMANO
WOflD
PROCESSOR
by Michael Rrley
Paper-Mate is a full- featured word processor lor CBM/PET
by l/ichaef Ritey Paper-Mate incorporates 60 commands to
give you full screen editing with graphics for all 16K or 32K
machines (including 8032), all pnnters, and disk or tape drives.
Many additional features are available (including most capa-
bilities of Professional Software's WordPro 3|
For writing texL Paper-Male has a definable keyboard so
you can use with either Business or Graphics machines. Shift
lock on ietlers only, or use keyboard shift lock. All keys
repeal
Paper-Mate text editing includes ftoating cursor, scroll up or
down, page forward or back, and repeating insert and delete
keys Text block handling induces transler. delete, append,
save loail and insert.
All formatting commands are imbedded in text for complete
coofrot Commands include margin controf sni release^ cdumn
adiusL 9 tall settingSi variable line spacing. |ushfy text center
text, and auto print form letter (variable block) Files can be
linked so that one command prints an entire manuscript Auto
page, page headers, page numbers, pause at end of page, and
hyphenation pauses are included
Unlike most word processors, CBM graphics as well as text
can be used. Papet-Male can send any ASCII code over any
secondary address to any printer
Paper-Mate functkjns with all CBM/PET machines with at
least 16K, with any type of printer, and with either cassette
or disk.
To order Paper-M ate. please specify machine and ROM type
Paper- Mate (disk or (ape) for PET CBM. VIC. C64 $40
SM-KIT tor PET/CBM $40
Enhanced ROM based utilities for BASIC 4, Includes both pro-
gramming aids and disk handling commands.
BASIC INTERPRETER lor CBM 8096 tZOO
A full interpreter implementation to automatically take advan-
tage ol the extra memory availaDle with 8096,
PEDISK II SyslBDis Irom cgrs Mlcratecli iinilible,
FILEX IBM_3T41/2 Diti ExcltttigeSDltWirt mllltile.
JINSAM Bib Bite Mmigtmeit System lir CBM,
Comprehensive version available for most configuratkms,
COPT-WRITER WonI Proutur for PET/CBM. V 59
Works like expensive word processors. pKis has added fea-
tures like double column printing and shorthand generate,
CASH MANAEEMENT- SYSTEM $4S
Easy lo use disk system. Keeps i rack of cash disbursements,
cash receipts, cash transfers, expenses (or up to 50 cate-
I gories
252 Bethlehem Pike
Colmar. PA 18915
215-822-7727
A B Computers
WRITE FOR CATALOG
Add S 1 ,25 per (xder for shipping. We pay balance of UPS surface
charges on all prepaid orders Prices listed are on cash discount
basis Regular prices slightly higher. Prices subiect to change.
WE STOCK
EAGLE COMPUTERS
ODmPUTER
ffi)
USI Wilefl Monitors— Green Of AMBER
20 MHz hf-res Deals and OEM inquiries
invited _ _
SPEcim on IHTHEGATEO CIBCUITS
6502 7'!5 10/6.95 50/6.55 100/6,15
6502A/6512A 8.40 10/7.95 50/7.35 100/6.90
6520 PIA 5.15 10/4.90 50/4.45 100/415
6522 VIA 6.4S 10/6,10 50/5,75 100/5.45
6532 7.90 10/7.40 50/7,00 100/6.60
2114-L200 2.45 25/2.30 100/2.15
2716EPR0M 4.90 5/4,50 10/4.00
2532EPR0M 8.90 5/8.45 10/7.90
6116 2KX8 CMOS RAM 8.90 5/8.45 10/7,90
4116 RAM 8fof14
Zerolnserlio52wsei'tji'>§95!SLi§?i!*§L ^^
A^-a/VAjLjAUiLj^L ni^^-M
Anchor Automation Signalman Modems
FREE SOURCE MEMBERSHIP WITH SIGNALMAN
All Signalman Modems are Direcl Connect, and include cables
In connecl to your computer arid to the telephone Signalman
Modems provide the ties! pf ice-periormance values, and start
at less Itian S100, Dnllf ni DEM ii^tihtt inflri
Mark I RS232
Mark II lor Atari 850
Mark IV (or CBM/PET v^ith software
Mark V lor Ostximc (soltware available)
Mark VI tor IBM Personal Computer
Mark VII Auto Oial/Auto Answer
Mark VIM Bell 212 Auto Dial/Answer
DC HAYES Smirtmotem ZZi
RSZ32 mOOEH — /IcMUsHc 119
HSZ3Z MODEM — CCITT Irtqwiieitt 175
We carry Apple 11+ from
Bell & Howell
16KRAMCanl X^i>^ lor Apple
Apple LOGO
Video Recordef Interlace
Super Serial Card
Thtralerclock Plus
280 Sohcard and CP/M
Parallel Printer Interlace/Cable
Grappler Interface
TG Products Joystick lor Apple
TG Paddles
DC Hayes Micromodem II
Videx 80 Column Card
fullFORTH+ (Of Apple (lig-Eoft(l)
Silenlype Printer and Card
Graphics Tablet and Card
Apple PASCAL Language
Apple FORTRAN
We stock EOUWARE Software
GENIS I Courseware Development System
Unicom Grade Reporting or School Inventory
Executive Briefing System with fonts
Apple Dumpling (MicrotBlcl Printer Interface
Apple Dumpling with 16K Buffer
PIE Writer Wonl Processor
65
150
545
149
119
295
80
139
48
32
299
259
85
310
645
195
160
145
250
225
115
160
120
Qcommodore
See us for Personal, Business,
anii Educational requirements.
Educational Discounts avaiiabla
PETSCAN $245 base price
Allows you to connect up to 35 CBM/PET Computers to
shared disk drives and printers. Completely transparent to the
user. Perfect for schools or multiple word processing con-
figurations. Base conliguration supports 2 computers. AiJdi-
tiortal coirputer fwokups $1 00 eacli
Commodore COI^MUNICATES!
COMPACK
$129
Intelligent Terminal Package includes:
ACIA hardware iBsed interface, 0B25 Cable and STCP Sofl-
ware with remote telemetry, transfer lo/from disk printer out-
put, XOH-XOFF control, user program control, and status
lint __
VE-2IEEEtoParal[ellnterface 119
Includes case, power supply, full a-dtt transmisskja and
switch selectable character conversion to ASCII,
VIC 20
VIC Printer
VIC 3K RAM
VIC SK RAM
V1C16KRAM
VIC Disk Drive
VIC Pinball
VIC Omega Race
Spiders Dl Uai^ (UMI)
VIC Draw Poker
189
335
32
53
99
395
32
32
39
24
VIC Sargon II Chess
VIC GORF
Meteor Run (UMI)
VIC Radar Ratrace
Amok (UMI)
Snakman
Rubik's Cube
programmeis Refcfence
Renaissance (UMI)
VIC Superslot
VICTORrSlltnrtltrVIC
Street Sweepers 12 Maiein3-D
Night Rider
Treasures ot Bat Cave
Games Pack I
Victory CasTO
Atfvcntuie Pack II
11
12
12
a
12
Cosmic DeBris
Grave RoGbefS Advent
Games Pack II
Advetilure Park I
Trek
TNW 488/103 with DAA
Computel's First Book of PET/CBM
POWER ROM Utilities for PET/CBM
WordPro 3H- - 32K CBM, disk, prinlef
WordPro 4-1- - 8032, disk, printer
SPELLMASTER tpelling checker tor WenlPni
CDPY-WBITEFt Professional Vlford Processor
VIStCALC (or PET, ATARI, or Apple
PETRAX PET to Epun Gnphics Soitanre
SM-KIT enbinceil PET/CBM ROM Utilllles
Programmefs Toolkit ■ PET ROM Utilities
PET Spacemaker II ROM Switch
2 Meter PET to IEEE or IEEE to IEEE Cable
Dust Cover (or PET, CBM, 4040, or 8050
VIC or C64 Parallel Printer Interface
CmC IEEE-RS232 Printer Interface — PET
SADI Intelligent IEEE-RS232 or parallel
Library of PET Subroutines
Prngnmning the PET/CBM (Cgmputel) — R, Wett
CompuW First Book of VIC
WMe PET Cilileg (Mideiglil Giutle)
Color Chart Video Board for PET
PET Fun and Games (Cursor)
32
32
39
24
20
15
13
15
39
23
12
12
11
12
12
_11
450
11
78
195
300
170
159
190
35
40
35
36
40
8
85
120
235
12
20
11
8
125
11
REVERSAL (Spracklen) Appie or Atari
SARGON II — Apple 0<TRS-80
Apple II User's Guide (Osborne)
Introduction to Pascal (Sybex)
Pascal Handbook (Sybex)
Musical Applicalions of Miaos (Ctiamtjertin)
Starling FORTH
Discover FORTH
User Guide to the Unix System
6502 Assembly Language Subfoutines
PET Fun and Games
KAMIKAZE (Hvden Software-Apple)
25
26
12
13
16
20
14
12
13
It
9
28
DISK
SPECIALS
10/2,30
10/2.45
50/2.10
50/ 2.20
100/2.05
100/2.15
SCOTCH (3M) 5"
SCOTCH (3M) 8"
We stock VERBATIM DISKS
Write for Duler ind OEM pricei
BASF 5" Of 8" 10/2.00 20/1.95 100/1,85
Wabash 5" 10/1.80 50/1.75 100/ 1.70
Wabash B" 10/2.25 50/2.20 100/2.10
We stock MAXELL DISKS
Write lor deiler and OEM prices.
Disk Storage Pages 10 lof $5 Bub Rings 50 (or 56
Disk UDrary Cases 8 "—3,00 5"-2.25
Head Cleaning Kits
11
CASSEHES— ABFAPE-611 PflEMIUM
High output, low noise, 5 screw hocsings,
C-10 10/ ,61 50/ ,58 100/50
C-30 _ 10/ .85 50/_8_2 lOOIJO
SPECIALS
Ttmex/Sinclair Computer 95
Zenith ZVM-121 Green Phosphor Monitoj 109
INTEX Tillier Teit te Speech Syitem 265
Epson, Okidata, Prowriter printers available
Brother Daisy Wheel Printer 880
STARWRITER Daisy Wheel Printer FIO 1445
We StKk AMDEK Mositan
Watanabe Intelligent Plotter 995 6-pen 1295
Staticide anti-static spray 6
dBASEJI _ il5
ALL BOOK lod SDRWARE PRICES DISCOUNTED
AP^Pnidiicte J5%0FF
Synertek SYM-1 Microcomputer SALE 189
KTM-2/80 Synertek Video and Keytward 349
KTM-3/80 Synenek Tuheless Terminal _335_
^^ Alspa Computer, Inc.
Tlie price-performance leader. Includes ZBOA 1 or 2 full 8"
drives (double density, double sided), 3 serial and 1 parallel
port and Winchester pon Prkes start at less than $2000.
DEALER and OEM inquiries invited-
TgftfTM
data
systems
Z90-80 64K 1995
Z90-82 64K. 1 double dens, drive 2245
Z37 1 .3 M egabyle Dual Drive 1355
Z1 9 Video Terminal (W-52 compatible) 695
Zr-1 1 ntelligeot Communications Terminal 550
Z10Q16-bit/S-bit System CALL
ATARr
SPECIALS
800 Computer
400-16K
810 Disk Drive
825 Printer
850 Interface
Inside Atari DOS
Joysticks Of Paddles
16K RAM (Microtek)
32K RAM (Microtek)
Pilot
Super Breakout
APX Software
649
269
440
625
170
18
19
69
99
65
29
Call
Microsofl BASIC
MISSILf COMMAMD
ASTEROIDS
sun RAIDERS
Space Invaders
Music Composer
Caverns of Mars
PAC-MAN
CENTIPEDE
First Book of Atari
Atidior Modem — Atiri
Other Atari pfoducts
72
29
29
34
29
35
33
36
36
f1
85
Call
252 Bettilehem Pike
Colmar. PA 18915
215-822-7727
A B Comiiuters
WRITE FOR CATALOG
Add SI. 25 per order for shipping. We pay balance o( UPS surface
charges on all prepaid orders Prices listed are on cash discount
basis Regular prices slightly higher Prices suQtect to change
SOUND
On The Sinclair/Timex
Arthur B, Hunkins
School of Music, UNCG, Greensboro, NC
Sound on the Sinclair/Timex? Beethoven sym-
phonies, no; simple melodies, yes! All you need
is one of the programs below, and a high-gain
amplifier/speaker connected to the computer's
mike output. {Radio Shack's battery-operated
mini- or telephone-ampHfier/speakers at $10-12
work fine.)
The software secret is a short Z-80 machine
language (ML) routine buried in a REM statement
at the beginning of a BASIC program. It is impor-
tant that the routine be the FIRST program state-
ment; if it isn't, all the USR and POKE addresses
that follow must be changed. We'll make our open-
ing REMark statement number 10, and leave it!
After typing 10 REM, press the following
sequence of CHARACTERS (ignore commas,
periods, and spaces): NEXT, A, /, I, =, :, COPY,
INKEY$, PEEK, COPY, (, RETURN, INKEY$,
< = , RETURN, (, RETURN, H, 4, LET, 9, 4, GOTO,
TAN. Remember, these are Omracters - single
keijstrokes. Spaces will appear in the display, but
you don't type any in.
Some of the characters are FUNCTIONS; to
register them, you first hit the function key. Others
are KEYWORDS, a bit trickier. First hit THEN,
which causes the K cursor to appear; then press
the keyword; finally go back and delete THEN.
Presto, a keyword in a REM statement! When you
are finished entering characters, be sure to hit
ENTER.
Now we'll add a second statement: 30 LET
A = USR 16514. Attach the amplifier to the mike
output, turn up the volume, and we're ready for
a test. (You might want to save the program first
- machine language crashes make you start over.)
Be sure you are in FAST mode; sound doesn't
work in SLOW. (In your own applications, you
may switch back and forth from SLOW to FAST
whenever you wish.)
RUN the short program. If all is well, you
should hear a slightly low B above middle C for
approximately one second. The screen display
goes berserk during the note, showing horizontal
black streaks similar to a LOAD. When the sound
is finished, the previous display returns.
Note that the computer hum, which is quite
audible except during the note itself, is caused by
the screen display. When the screen is "off," in-
cluding black during computer calculations, there
is no hum. This program produces one note per
subroutine call - a square wave, limited in range
to pitches from B above middle C on up. (More
sophisticated routines that extend the range into
the bass register, and permit a variety of tone
colors, are discussed later.)
Frequency And Duration
Let's construct a simple BASIC program to play
our choice and length of note;
10 REM (as above)
12 LET B = 255
14LETD = 5
17FOKE16520,B
22 POKE 16518,D*1000/B
30 LET A = USR 16514
B is the frequency value, POKEd into location
16520; D is the duration value, which - converted
to be constant for varying frequencies - is placed
in 16518. B must be between 1 and 255, and D
must be greater than 0. For higher frequencies, it
is possible to ask for too long a duration; one may
receive a report code of B in statement 22 here (an
attempt to POKE a number larger than 255 into
location 16518).
For longer tones, adjust tempo location 16516,
which normally contains value 24. POKEing a
smaller value speeds up the tempo, while a larger
value makes everything last longer. Note that
these three memory locations - for frequency,
duration, and tempo - are the same for all pro-
grams in this article. So is the USR subroutine call
address.
The single-byte frequency values for pitches
from the B above middle C up through two octaves
are given in the table. These are the values with
zero as the high byte (ignore the zero and use
only the low byte). For this particular program,
add three to each value listed; thus a low B (the
first pitch with high byte = 0) should be 250 instead
of 247. Experiment with different frequency and
duration values.
Now let's explore a routine that permits a full
range of pitches, down to two octaves below mid-
dle C or lower, if you wish. Here we require a
two-byte frequency value. The machine language
is more extensive. Again begin with 10 REM, add-
ing the following sequence of character
strokes: NEXT, A, /, 1, =, upper left quarter square
66 COMPUni January. 1Q63
graphic, upper left quarter square graphic, COPY,
VAL, PEEK, COPY, lower left quarter square
graphic, left half square graphic, C, upper right
quarter square graphic, (, RETURN, £, $, C, upper
half square graphic, $, /, RUN, AT, < = , RETURN,
lower left quarter square graphic, left half square
graphic, C, upper right quarter square graphic, (,
RETURN, £, $, C, upper half square graphic, $, /,
RUN, H, 4, AND, 9, 4, STR$, TAN.
Whew! Again conclude by hitting ENTER,
and double or triple-check the entry. Be sure to
identify the correct graphics characters, preceding
and following them by pressing the GRAPHICS
key to obtain or cancel the G cursor. To get the
graphics character rather than a reverse field letter,
you must use the shift key.
This routine may be quick-checked also by
adding the statement: 30 LET A = USR 16514.
This time you should hear a slightly low B below
middle C, for about two seconds. The complete
BASIC program is listed below.
10 REM (as above)
12LETB = 1
13 LET C = 255
14 LET D = 10
15LETX = B»256 + C
17 POKE 16520,B
18POKE16521,C
22 POKE 16518,D*1000/X
23 IF PEEK 16518 = 0 THEN POKE 16518,1
30 LET A = USR 16514
Here B and C are the two-byte frequency
values {high-low order). X sums the two values
for purposes of calculating the duration to be
POKEd into 16518. Statement 23 may seem prob-
lematic. It is needed because very low notes (high
B and C values) may cause 16518 to contain zero,
which will produce a veri/ long tone in combination
with a small D value. Statement 23 protects against
this possibility. To obtain accurate rhythms on
low short tones, speed up the tempo (POKE a
value less than 24 into 16516) so that you can work
with larger values of D. Again, try different fre-
quencies and durations, using the frequency table
at the end of the article. B is the high byte, C, the .
low. Use the values straight out of the table (do
not add 3).
Varying Tone
Next we have a modification of the above ML
routine that permits variation in tone color. It is
more complex and difficult to use, but permits
any width of pulse (rectangular) wave by changing
a single variable. While requiring considerable
additional overhead, only one more variable is
specified (pulse width). Frequency values are the
same as in the previous program. It will be easiest
to enter this routine as a modification of the pre-
vious one.
Start, as usual, with 10 REM then: NEXT, A,
/, I, = , upper left quarter square graphic, upper
left quarter square graphic, COPY, PEEK, COPY,
lower left quarter square graphic, left half square
graphic, C, upper right quarter square graphic, (,
RETURN, £, $, C, upper half square graphic, $, /,
RUN, upper left quarter square graphic, upper
left quarter square graphic, COPY, < = , RETURN,
lower left quarter square graphic, left half square
graphic, C, upper right quarter square graphic, (,
RETURN, £, $, C, upper half square graphic, $, /,
RUN, H, 4, OR, 9, 4, USR, TAN. Conclude with
ENTER. Adding the statement 30 LET A = USR
16514 should result in the same tone as previously,
since a square wave (50 percent pulse width) is
specified.
As the BASIC overhead for this routine is
fairly extensive, it may not run on the IK ZX-81.
All other programs should.
11 LET P = 50
12LETB = 1
13 LET C = 255
14 LET D = 10
15LETX = B»256 + C
16LETY = P*.02*X
17 POKE 16520, INT (Y/256)
18 POKE 16521,Y-PEEK 16520*256
19LETY = (100-P)*,02*X
20 POKE 16538, INT (Y/256)
21 POKE 16539, Y-PEEK 16538*256
22 POKE 16518,D*1000/X
23 IF PEEK 16518 =: 0 THEN POKE 16518,1
30 LET A = USR 16514
P is the new variable, representing pulse
width expressed as a percentage (greater than
zero and less than 100). The other statements are
needed to calculate, from a single two-byte fre-
quency number, the two sets of timing loop values
for the top and bottom portions of the pulse wave.
Suffice it to say that the two pairs of loop values
go into locations 16520-16521 and 16538-16539,
and that if the two pairs are identical, you get a
square wave; otherwise, a variable-width pulse
results. Incidentally, these variable pulse widths
may be monitored on the screen, where the thicker
streaks of white represent greater positive pulse
widths at the same frequency. Note, too, that
spacing of the streaks is proportional to
frequency.
A Short Melody
Finally, let's return to our first sound routine -
the one with one-byte frequency values, square
waves, and high pitches only - and attempt a
short melodic phrase. To do this, we define a series
of frequency and duration variables in arrays,
inserting them in order during a FOR/NEXT loop
that calls the notes one at a time.
Observe that this program is not designed to
perform entire compositions (though, given
enough memory, it could). 1 will review two
commercial programs in an upcoming issue of
January. 1983 COMPUII! 69
COMPUTE! which allow you to code or perform,
then play back, extended melodies.
10 REM (as above, first sound routine)
12 DIM B(6)
13DIMD{6)
14LETB(1) = 157
15LETD<1) = 3
16LETB(2) = 186
17LETD(2) = 1
18LETB(3) = 235
19LETD(3) = 4
20LETB(4) = 186
21LETD(4)=4
22LETB(5> = 157
23LETD(5) = 4
24LETB(6) = 117
25LETD(6) = 8
26 FOR 1 = 1 TO 6
27 POKE 16520,B(I)
28 POKE 16518,D(I)*1000/B(I)
35LETA = USR16514
40 NEXT I
After SAVEing the program to prevent possi-
ble catastrophe, RUN it. Do you recognize the
tune? If the tempo is too slow, you can always
POKE the tempo location, 16516 - insert the state-
ment, 11 POKE 16516,15 (or POKE any other
number below 24). Experiment with different
speeds between 1 and 255.
You may have noticed that there is no provi-
sion for rests. Rests are a bit awkward. Perhaps
you might want to work out something inside the
play loop that checked for a B (frequency) array
variable of zero, and converted the D (duration)
array variable into an index for a "do nothing"
FOR/NEXT loop. Yes, it sounds complicated.
Perhaps the following suggestion is some
improvement.
Add two statements to the program above:
30 IF B(I) = 255 THEN POKE 16528,255, and 32 IF
B(l)<>255 THEN POKE 16528,254. Now, if you
code a FREQUENCY value of 255, you'll get a rest
of the specified duration rather than a pitch. Make
sure to reserve the "pitch" of 255 for a rest. Or
you may choose, and reserve, any other value
greater than zero to 255 for this purpose. Unfor-
tunately, zero won't work. After inserting this
code, try substituting 255 for one of the B array
values in the melody. You should get a note hole.
Comparable additions to the BASIC code for
the other sound routines are also possible. 1
suggest reserving the value of 255 for the lower
frequency byte. In the routine that deals with
square waves throughout the frequency range,
add the statements IF C(I) = 255 THEN POKE
16540,255 and IF C(I)<>255 THEN POKE 16540,254
during the play loop. Note the change in memory
location. The C array represents the lower fre-
quency byte. For the routine with variable pulse
width, use the same two statements, but POKE
16541 instead of 16540.
What follows is a list of delay loop (frequency)
POKE values for equally tempered pitches
70 COMPUIE! Jonijaiy,19B3
through five octaves around middle C. The first
pitch is two octaves below middle C, the last,
three octaves above middle C. Be sure to mid three
to these values when using the one-byte, simple
sound routine. This routine handles only pitches
with a high byte of zero, which is omitted.
Pitch Values
PITCH
HIGH BYTE
LO
C
7
105
C#/DF
6
250
D
6
145
D#/EF
6
35
E
5
218
F
5
130
F#/GF
5
50
G
4
228
G#/AF
4
155
A
4
90
A#/BF
4
23
6
3
225
c
3
167
c#/dF
3
114
d
3
65
d#/eF
3
17
e
2
230
f
2
188
f#/gF
2
149
g
2
110
g#/aF
2
75
a
2
42
a#/bF
2
11
b
238
cl (middle c)
210
c#l/dFl
184
dl
159
d#l/eFl
136
el
113
fl
92
f#l/gFl
72
gl
53
g#l/aFl
36
al
19
a#l/bFl
3
bl
0
247
c2
0
232
c#2/dF2
0
219
d2
0
207
d#2/eF2
0
195
e2
0
183
f2
0
173
f#2/gF2
0
163
g2
0
154
g#2/aF2
0
145
a2
0
136
a#2/bF2
0
128
b2
0
121
c3
0
114
c#3/dF3
0
107
d3
0
101
d#3/eF3
0
95
e3
0
89
f3
0
84
f#3/gF3
0
79
S3
0
74
g#3/aF3
0
70
a3
0
66
a#3/bF3
0
62
b3
0
58
c4
0
55
THUNDERBIRD
Dave Sanders, Garland, UT
For TRS'80 Color Computer, Atari and Uncxpanded
VIC, this game should prove a challenge for all age
levels. So far, none of the plai/ers who've tried it have
been able to get past the second level. But if you do, the
game will keep getting harder. _^ ,
"Thunderbird" will demand your undivided at-
tention and all of the memory the unexpanded
VIC-20 has to offer. The object of Thunderbird is
to score as high as possible. The high score will
be kept from game to game. The scoring is as fol-
lows: 200 points for taking out a tree, 50 points
for taking out a saucer, 75 points for deflecting off
either wing of the Thunderbird, 25 points for de-
flecting off the main body of the Thunderbird,
and 1000 points for breaking out the bottom of
the playing field. When the satellite drops into a
well, 125 points are subtracted from the score.
You score these points by keeping the satellite
in the playing field. The satellite can break out the
top and the bottom of the screen. When it breaks
out the bottom, you score 1000 points, and a new
and more difficult playing field is set up for you.
If the satellite breaks out the top of the field, your
game is half over. You can lose only two satellites
out the top. You prevent the satellite from break-
ing out the top by deflecting it back into the field
with the Thunderbird. The Thunderbird is moved
across the top of the field with the cursor control
keys.
The display on the right side of the screen
tells you if you are playing the first or second satel-
lite. When the satellite drops into a well, the
Thunderbird lasers down from one to three mul-
ticolored saucers to further hinder the satellite
from breaking out the bottom. You will notice
that the Thunderbird deflects the satellite one
way off its main body and a different way off its
wings. You have to keep the Thunderbird moving
across the screen in conjunction with the direction
the satellite is moving, or you will not play for
very long.
With a little practice, the first breakout is not
too hard. The second breakout will not be out of
reach either, but no one in our neighborhood has
broken out the third time. Just in case you are a
whiz though, the game will continue to get har-
der.
Crunching It Info The VIC
Because of the length of the program, I had to use
a technique known as "crunching." You can pack
more instructions - and power- into your BASIC
programs by making each program as short as
possible.
Crunching programs lets you squeeze the
maximum possible number of instructions into
your program. It also helps you reduce the size of
programs which might not otherwise run in a
given size.
A list of keyword abbreviations is given in
the Appendix D in the Personal Computing Guide
that you received with your VIC-20. This is helpful
when you program because you can actually
crowd more information on each line by using
these abbreviations. In this program it is manda-
tory to use this technique on many of the lines
when you type them in. The most frequently used
abbreviation in this program is PO (P shifted-O)
which is the BASIC abbreviation for the POKE
command. However, if you LIST a program that
has abbreviations, the VIC-20 will automatically
print out the listing with the full-length
keywords.
If any program line exceeds 88 characters
(four lines on the screen) with the keywords un-
abbreviated, and you want to change it, you will
have to re-enter that line with the abbreviations
before saving the program.
SAVEing a program incorporates the
keywords without inflating any lines because
BASIC keywords are tokenized by the VIC-20.
Usually, abbreviations are added after a program
is written and do not have to be LISTed any more
before SAVEing.
REM statements are helpful in reminding
yourself- or showing other programmers - what
a particular section of a program is doing. How-
ever, when the program is completed and ready
to use, you probably will not need those REM
statements any more; you can save quite a bit of
space by removing them. If you plan to revise or
study the program structure in the future, it is a
good idea to keep a copy on file with the REM
statements intact.
January, 1983 COMPUIB 71
HOME COMPUTERS
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«209
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to availability and pfice change NOTKi We stock manufacturer's and third, party 50llv«afe lor most all compoters on the market' Call today lor our new catalogue
Following is a list of REM statements that
would have been in my program if there had been
room.
Program
Line No. Description
4-17 Routine to set up playing field.
25-26 Subroutine for printing score.
50-54 Routine for making game more difficult.
55-59 Routine for displaying instructions and a short
game.
65-80 Routine for firing laserand starting satellite back
ata random kication.
85 Routine for ttie graphiics when .satellite takes oul
saucers.
90-91 Routine forsoundsand points on breakout.
95-98 Routine forsoundsand colors on losing satellite out
the lop of the field.
100-103 Routine for moving Thiinderbird across screen.
104-118 This section moves satellite and has all thePEEKs
for the other routines in the program.
Orie of the easiest ways to reduce the size of
your program is to eliminate all the spaces. Al-
though programmers often include spaces in sam-
ple programs to provide clarity, you actually do
not need any spaces in your program and will
save memory if you eliminate them.
Instead of PRINTing several cursor com-
mands to position a character on the screen, it is
often more economical to use the TAB and SPC
instructions to position words or characters on
the screen. Well, that's enough on "crunching."
You can find these and many other useful in-
structions in the VlC-20 Prograinmer^ Reference
Guide VMllO published by Commodore.
On line 68 a couple of saucers are lasered
down by the Thunderbird. The screen code
POKEd for the saucers is the same as all the other
saucers, but thev certainly look different. This
effect is achieved by POKEing a 9 into the color
code location for these saucers. POKEing a color
location with a number above eight will switch
that location into multicolor mode. You can get
some very interesting shapes and colors by using
multicolor.
In lines four through seven, the (Q) is the
ball graphic, and the (W) is the circle.
If you do not want to punch the program in,
1 will be happy to make a copy (VIC only)
for you on tape. Send a cassette with a self-ad-
dressed, stamped (requires 40 cents postage) en-
velope, and a check for $3 to:
Dave Sanders
P.O. Box 533
Garland, LIT 84312
Program 1: VIC-20 Version
2 VD=36874:F=125:OX=3074 2:OF=.30720:P1=1:L=1:
SC=0:HI = 0:K = 1:M=7703:RS=1:VA.=VD+2:C=V
A+3
4 PRINT" { CLEAR} ":P0KEC,1 05 :F0RR=1T01 7: PRINT:
next:print"{yel}qqqqqqqqqoqqqoqqqqqqq
qqqqqq 1 w ht ) w ( yel 1 qqqqqqoqqq { w ht } w { y e l
yeUqqqqq"
5 print" {wht) (uplqqqqqqqqqqqqqqqqqqqqqqqqqqq
QOQQQQQQQQQQQQQQQ"
6 PRINT"ICYN} [UPjQQOQQqQQQQQQQQQQQQQQQQQQQQQ
QQQQQQQQQQQQQQQQQ"
7 PRINT" (PUR) {UPlQQlWHTlWiPURlQQQQQQQQQQQQQQ
QQ{WHT]W{PUR}QQQQQQQQQQQQQQQQQOQQQQQQ
8 FORR=8142TO8136:P0KER,65:NEXT:J=87:G=81:FO
RR=38 4 2 3T03844 2:POKER,7:NEXT:P0KE3687
8,15
9 FORR=3886 3T03888 2:POKER,5:NEXT:FORR=3a885T
03890 4 : POKER, 5: NEXT: POKES 16 5, J: POKES I
68,J:POKE8171,J
10 POKE8178,J:POKE8181,J:POKE8184,J:FORR=7937
T08141STEP22:POKER+OF,l:NEXT:FORR=768
0TO8164STEP22
11 HEADA:POKER,A:NEXT:FORn=7701TO818 5STEP22:R
EADA:POKER,A:NEXT:FORR=7681TO77 00:REA
DA:POKER,A:NEXT
12 FORR=79 66TO8120STEP22:POKER+OF, 1: NEXT: REST
ORE:IFP1=>2THEM50
13 PRINTSPC(6) "(REV) {WHTl (22 UP} "SC: P0KE7686 ,
189:PRINTSPC(14) "(REV) (WHT} iUP] "HI:PO
KE7694,ia9
14 X=l;Y=l:DX=l:DY=l:POKEM+l,8 5:POKEM+2,88:PO
KEM+3,73: IFRS=1THENRS=RS+1 :GOT055
15 IFTT=500THENTT=1 :X=12:L=1 :SC=0:PRINT" {HOME
HOr4E}{07 RIGHT) (REV) ■':GOTO104
16 IFLO2THEN104
17 POKE77 67,147:POKE7789,133:POKE7 811,131 :POK
E7833,143;POKE78 55,142:POKE7877,132:G
OTO104
2 5 PRINTSPC(6) "(UP) {REV}"SC:POKE7686,189: IFSC
>HITHEtJHI = SC:PRINTSPC(14) "(REV) (UP) "H
I :POKE7694,189
26 RETURN
5 0 FORR=79 4 5TO7 964;POKER,G:NEXT:POKE80 59,J:PO
KE8070,J:FORR=794STQ7964:POKER+OF,7:N
EXT
51 IFP1=>3THENPOKE8012,J:POKE3 0 29,J
5 2 IFPl=>4THENPOKE8105,J:POKE8112,J
5 3 IFPl=>5THENPOKE79Sl,J:POKE79 58,J
54 G0T013
5 5 POKE77 54,8:POKE77 55,9 : P0KE7 7 56 , 20 ; P0KE7799
,153:POKE7840,20:POKE7841,15:POKE784 3
, 16:POKE7844 , 12
5 6 POKE78 45,l:POKE784 6,25:P0KEM+l,8 5:POKEH+2,
88:POKEM+3,7 3:POKE7 78 3,42:POKE7903,21
: POKE79 0 4 , 19 : POKE7905 , 5
5 7 POKE79 07,3:POKE7908,21 :POKE79 09, 18:POKE791
0 ,19:POKE7911, 15:POKE7912, 18:POKE7914
,ll:POKE7915,5
5 8 POKE7916,25:POKE7917,19:POKE7 9 2 5,6 :POKE7 92
6 , 15:POKE7927,18:POKE7929,18:POKE79 30
,9:POKE7931,7
5 9 POKE79 32,8:POKE79 33,20:POKE79 3S,38:POKE793
7 ,12:POKE7938,5:POKE7939,6:POKE7 94a,2
0
6 0 GETA$:IFA$="Y"THENSC=0:L=1:GOTO4
61 IFA$<>="Y"THENPOKEVA,0:TT=TT+1:IFTT=500THE
N4
62 GOTO60
6 5 SC=SC-F:G=M+2: IFHI=SC+FTHEN HI=HI-F
6 6 POKEG+22,77:POKEC,10:POKEG+OF+22, l:G=G+2 2
67 IFPEEK(G+22) =8 lORPEEK (G+22) =65THENPOKEG ,8 1
: P0KEG+0F,9 :G0T072
6 8 IFPEEK (G+22) =87THENPOKEG,81:POKEG-2 2,81:G=
G-22:POKEG+OF,9 : POKEG+OX ,9 :G0T07 4
6 9 IFG>8185THENPOKEG,81:P0KEG+OF,9:GOT072
7 0 IFPEEK (G) =77THENPOKEG+2 2,78:POKEG+22+OF,l:
G=G+22:GOT067
7 1 GOT066
7 2 IFPEEK{G-1) =32THE(JPOKEG-l,8 1:POKEG-l + OF,9
7 3 IFPEEK (G+1) =32THENPOKEG+l,8 1:POKEG+l+OF,9
7 4 POKEG-22,32:G=G-22:IFPEEK (G-22 ) =88THEN7 6
7i COMPtfTE! Jcinuafv,1''33
FIRST and FINEST
In Systems Software for Atari and Apple
MAC/ 65
First we delivered Atari's Assembler'Editor (the
cartridge).
Then we produced our entianced "EASI^D."
Now OSS IS introducing the linest integrated
assembly language development system yet!
In addition to being ideal for writing smail,
■ quick and dirty" subroutines and
programs. MAC/65 shows its lull power and
speed when used with even the most complex
of large assembly language source files.
Naturally, MAC/65 is upward compatible with
both EASMD and the Atari cartridge. And, of
course, the object code output is also compati-
ble with OSA^. Atari DOS, and or Apple DOS.
as appropriate,
MAC/65 S80.D0*
OS/A+
Optimized Systems Software — the group that
produced both the first Apple DOS and the lirst
Atari DOS — now brings you OS.'A*. which
combines the finest features of these and other
successful personal computer operating
systems,
OS/At is the first and finest operating system
available for both Apple II and Atari computers
and features a keyboard-driven, easy-lo-use
command processor. In addition to several
simple resident commands, 0S'A+ allows logi-
cal and readable requests for even the most
sophisticated utility commands. In fact, the
user can even add system connmands as
desired.
But the real power and flexibility of OS.'A* is
its ability to easily interlace to devices and disk
drives of virtually any kind and size. File com-
patibility (with Apple DOS or Atari DOS, as ap-
propriate), device independence, batch proces-
sing, easy of use — OS/A+ truly brings the
linest in operating systems to your computer
AND NOW OS.'A^ (for standard Atari or Apple
drives) is included as a part of every standard
OSS language package. Versions of OS/Ar for
some higher capacity drives available at
extra cost.
Unless otherwise noted, all OSS products re-
quire 48K and at least one disk drive. We re-
commend 64K for the Apple version of OS/At .
SpeedRead+
The first and still linest speed reading tutor
designed for you to use on your computer is
availafile only from OSS,
SpeedRead+ uses time-proven techniques to
train you to instantly recognize words and
phrases, and yet it goes far beyond what mere
mechanical devices are capable of-
SpeettReadf exercises your peripheral vision,
improves your eye movement and timing, and
generally works wilfi you at your pace,,, now
and in the future,
NOTE: Ttie Atari verslun ol SpeedRead+ needs only
16K of RAM
SpeBdRead+ S59.95
C/65
NOW AVAILABLE!
The lirst native mode C compiler ever produced
for Atari and Apple computers,
C/65 supports a very usable subset of the ex-
tremely powerful and popular C language. Just
as C is used by the most sophisticated pro-
grammers from tfte professional and academic
communities, so shall C/65 prove to be a pow-
erful and much-needed tool for 6502 software
developers.
C/65 supports integer and character types (and
arrays), pointers, fully recursive functions, and
much more.
NOTE; C 65 requires MAC 65 or an equivalent assem-
blef- Two disk drives fecommended hut not required,
C/65 S8D.00'
tiii>
e
As a product of Tiny C Associates, liny-c was
the first structured language interpreter for
microcomputers. Now OSS brings this innova-
tive interpretive language to your home com-
puter. While not having the speed and power a
true C compiler, liny-c is an excellent choice
for the programming student who is ready to
begin learning the valuable techniques of
structured languages.
tiny-c provides an easy-to-use. easy-to-
modify environment that encourages ex-
perimentation while promoting proper pro-,
gramming style. The liny-c package includes
not only a comprehensive and instructional
user manual but also complete source,
liny-c S99.95*
BASIC A+
"From llie authors of Atari BASIC..."
It's a fact! OSS gave you that lirst and most
popular language lor Atari Home Computers,
But why be content with the first when you can
have the (inesi?
BASIC A- is the only logical upgrade available
to the Atari BASIC programmer. While retaining
ail the features which make Atari BASIC so
easy to use, we've also given BASIC A-i- fea-
tures that place it at the forefront of modern
interpretive languages. BASIC A- will let you
explore the worlds of structured programming,
superior inputoutput, helpful programming
aids, and even a very comprehensive PRINT
USING command- And. exclusively for the Atari
computer, an almost unbetievable array of
PLAYER/MISSILe GRAPHICS commands and
functions.
BASIC Af S80.00'
•REMEMBER: Standard OS/At is included at no extra charge with BASIC A+, MAa'65. C/65. and tiny-c.
ATARI. APPLE II. and TINY C sie Irademarks of Alan. Inc , Apple Compuier, Inc . and Tiny C Associales, respeclivsly Speedftead > . MAC 66, C 65.
BASIC A ■ and OS'Ai are Irademarks q( Optimijed Systems Soltwarc. Inc
Optimized Systems Software, Inc., 10379 Lansdale Ave., Cupertino, CA 95014, <408) 446-3099
7 5 GOT07 4
7 6 FORR=2E.5T0128STEP-.9:POKEVA,R:NEXT:POKEVA,
3
7 7 X=INT(RND(1) *18)+1:DY=1:Y=1:DX=1:IFX=>11TH
ENDX=-DX
78 IFX=<12THENDX=+DX
79 IFDX = >Ei0THENDX=l
8 0 GOSUB2Ei:FORR=lTO7 50:POKEC,10 5:GOTO105
8 5 POKEBD,91:POKE8D,90:DX=+DX:DY=-DY:POKEBD,9
1 :GOSUB25:POKEBD,32:GOTO105
9 0 FORR=1TO15:FORW=250TO2 40STEP-1:POKEVA,W:NE
XT:FORW=240TO250:POKEVA,W:NEXT:POKEVA
,0:NEXT:P1=P1+1
1
m
n
i
•=..:C'P;e:= imni h i
!^
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♦
HIT
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T
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1 1
TO Rl_FlV
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j ROR R IGHT
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^
Getting ready to play another game of the VIC-20 version of
"Thtinderbini."
91 FORR=lTO10a:SC=SC+10:POKEVA,24 5:GOSUB25:FO
RW=1TO10: NEXT; POKEVA,0t NEXT :G0T04
9 5 IFL>1THENP1=1:FORR=0TO255:POKEC,R:POKEVA,I
NT(RND(a) * 12 8+ 127) : NEXT: POKEC, 105 : POK
EVA,0:GOTO55
.9 6 IFL<3THENL=L+K:POKE7767,147:POKE7789,133:P
OKE7811,131:POKE7833,143:POKE7855,142
:POKE7877,132:X=17
9 7 DX=1 :Y=1:DY=1: POKEC, 47 :F0RR=1T028:READA:P0
KEVA,A:POKEC,A:FORW=1TO50:NEXTW,R
9 8 POKEVA,0: RESTORE: POKEC, 10 5 :DX=-DX:DY=+DY:G
OTO104
100 IFM<7703THEN104
101 POKEM,8 5:POKEM+l,88:POKEM+2,73:POKEM+3,32:
M=M-1:GOTO104
102 IFM>7718THEN104
103 POKEM+2,S5:POKEM+3,88:POKEM+4 ,7 3 : POKEM+1 , 3
2:M=M+1
104 POKEBO,32:BO=770 3+X+22*y:POKEBO,4 2
105 X=X+DX: IFX=0ORX=19THENDX=-DX:POKEVA,240
106 Y=Y+DY:IFY=-1THEN95-
107 IFY=22THEN90
108 IFDX=0THENDX=1
109 POKEVA,0:POKEVD,0:BD=7703+X+22*Y
110 IFPEEK (BD)=32THEN116
111 POKEBO,32:IFPEEK(BD)=JTHEN65
112 IFPEEK (BD)=81THENPOKEVA,2 38:POKEVD,238:SC=
SC+50:GOTO85
113 IFPEEK (BD) =65THENSC=SC+200:FORR=128TO255S1
EP2:POKE3687 5,R:NEXT:POKE36875,0:GOTO
85
114 IFPEEK (BD) =8 50RPEEK (BD) =73THENPOKEVA, 140 : S
C=SC+7 5:GOSUB25:DX=+DX:DY=-DY:GOTO10 5
115 IFPEEK (BD)=88THENPOKEVA,212:SC=SC+2S:GOSUB
25:DX=:0:DY=-DY:GOTO10 5
116 IFPEEK {197)=31THEN100
117 IFPEEK(197)=23THEN102
118 GOTO104
125 DATA 218,218,218,218,160,143,136,149,142,1
32,133,146,130,137,14 6,132,160,218,21
8,218
126 DATA2 18, 2 18, 218, 218, 218, 218, 2 18, 134,137,14
6,147,148,160,147,129,148,133,14 0,140
,137
127 DATAl 48, 13 3, 2 18, 2 18, 2 18, 2 18, 14 7, 13 1,14 3, 14
6,133,160,160,160,160,160,160,136,137
,150
128 DATA160,160',16e,160,160,160
Program 2: Atari Version
100
1 lO
120
130
I40
150
160
170
ISO
190
200
210
220
230
240
250
260
270
290
290
300
310
320
330
340
350
3i0
370
380
390
400
410
REM
REM
GRAPH
6;GOS
rs +r
DIM A
L*="«
CHSET
THEN
1 ized
BRAPH
REM T
DLIST
EM lo
FOR I
I :RE
IRS 4
POKE
REM t
POKE
ar act
SETCO
M wh i
RESTO
POSIT
d i 5p
REM P
DATA
SCR = P
ate s
REM p
FOR I
READ
EXT J
POSIT
PO = BA
r 3er
POKE
= 2) :R
POKE
ne re
POKE
= 1) -3
seJ e
ul ty
RESTO
FDR I
I: REM
FOR I
: READ
DR+I +
REM b
DATA
IF PE
REM t
POKE
sere
ait f
DY=1 :
= -0. 5
BX = IN
+ 3) : R
ICS 0!BASE=<P
UB 1560:REM r
om screen
» (40) jBALL* (4
nt J J CfJ} " : BALL
=BASE: IF PEEK
GOSUB 120O:RE
ICS O:
urn o-f
=PEEK (
c at i on
= 3 TO
M Chan
<mul i
DLIST-
Op t MO
756, CH
er set
LOR 0,
te and
RE 240
ION 0,
lay*
at t ern
1. r i f ^ .
EEK (88
cr sen
ut br i
=SCR+5
A: FDR
:NEXT
ION 5,
SE+102
o ,
704, 28
EM Sol
54279,
s .
53277,
* <DIFF
ct wi d
POKE 75
f curso
560) +25
o-f d i 5
24: POKE
ge mode
col ar c
1 , 6+64:
1 i nes
SET/256
O, 12:SE
red
:REM dr
O:? BAL
o-f ball
of Mai
3,14,12
) +256»P
memory
c M s on
20 TO S
J = I TO
I
O:? #6;
4: PADR=
+176* (D
d , gree
BASE/25
3: POKE
=2) : REM
t h ace o
EEK ( 106) -16) »25
etnove old playe
):POKE a2,0:BAL
S = 4
<CHSET + 9) < >252
M I -f not initia
2, I :PQKE 559,0:
r , screen
6»PEEK (561 ) +4: R
play list
DLl ST+1 , 4: NEXT
zer D 1 i nes to
harac t er )
POKE DLIST+2,6:
GRAPHICS 1
: REM t ur n on ch
TCOLOR 1,3,65RE
aw br i c k area
L* (1 , BALLS) : REM
5 (birds) 1 eft
1 :
9, 130, 131
EEK (89) : REM 1 oc
screen
CR+800 STEP 40:
I+39:PDKE J,A:N
PO+4a:REM playe
IFF=1 ) +80* (DIFF
n , or viol et
6:REM single— li
53256, 3-2* (DIFF
Start P/M DMA,
rding to dif-fic
RE 370
=0 TO 21:PDKE PADR+ I , O: ME XT
clear out player
=0 TO 7*(3-DIFF) STEP 3-DIFF
A:FOR J=0 TD 3-DIFF:PDKE PA
J,A:NEXT J:NEXT I
i r d pattern
0, 24, 8, 107, 28, 8, O, O
EK(547)<>6 THEN A=USR(1536>:
urn on VBLANK if necessary
559,62:G0SUB 750:REM turn on
en (single-line res. P/M), m
or START
DX=0.5:IF RND(1)>0.5 THEN DX
:REM Set up ball direction
T (40«RND (0) > ;BY=INT(7»RND(0)
EM select random starting po
76 COMPUni January, W83
TRS-80 COLOR
AARDVARK
OSI VIC-64 VIC-20 SINCLAIR TIMEX
QUEST - A NEW IDEA IN ADVENTURE
GAMES! Different from all the others.
Quest is plaved on a computer generated
map of Alesia. Your job is to gather men
and supplies by combat, bargaining, explor-
ation of ruins and temples and outright
banditry. When your force is strong enough,
you attack the Citadel of Moorlock in a
life or death battle to the finish. Playable
in 2 to 5 hours, this one is different every
time. 16k TRS-80, TRS-80 Color, and Sin-
clair. 13K VIC-20. $14.95 each.
ADVENTURES!!!
These Adventures are written in BASIC, are
full featured, fast action, full plotted ad-
ventures that take 30-50 hours to play. (Ad-
ventures are interactive fantasies. It's like
reading a book except that you are the main
character as you give the computer com-
mands like "Look in the Coffin" and
"Light the torch."(
Adventures require 16k on TRS80, TRS80
color, and Sinclair. They require 8k on OSI
and 13k on Vic-20. Derelict takes 12k on
OSI. $14.95 each.
ALSO FROM AARDVARK - This
TRS-80 Color and OSI), business
CATERPILLAR
O.K., the Caterpillar does look a lot like a
Centipede. We have spiders, falling fleas,
monsters traipsing across the screen, poison
mushrooms, and a lot of other familiar
stuff. COLOR 80 requires 16k and Joy-
sticks. This is Edson's best game to date.
$19.95 for TRS SO COLOR.
PROGRAIVIIVIERSI
SEE YOUR PROGRAM IN THIS SPACE!!
Aardvark traditionally pays the highest com-
missions in the industry and gives programs
the widest possible coverage. Quality is the
keyword. If your program is good and you
want it presented by the best, send it to
Aardvark,
ESCAPE FROM MARS
(by Rodger Qlsen)
This ADVENTURE takes place on the RED
PLANET. You'll have to explore a Martian
city and deal with possibly hostile aliens to
survive this one. A good first adventure.
PYRAMID (by Rodger Olsen)
This is our most challenging ADVENTURE.
It is a treasure hunt in a pyramid full of
problems. Exciting and tough I
HAUNTED HOUSE (by Bob Anderson)
It's a real adventure — with ghosts and ghouls
and goblins and treasures and problems -
but it is for kids. Designed for the 8 to 12
year old population and those who haven't
tried Adventure before and want to start
out real easy.
DERELICT
(by Rodger Olsen & Bob Anderson)
New winner in the toughest adventure from
Aardvark sweepstakes. This one takes place
on an alien ship that has been deserted for a
thousand years — and is still dangerous!
TUBE FRENZY
(by Dave Edson)
This is an almost indescribably fast action
arcade game. It has fast action, an all new
concept in play, simple rules, and 63 levels
of difficulty. All machine code, requires
Joysticks. Another great game by Dave
Edson. TRS 80 COLOR ONLY. 16k and
Joysticks required. S19.9S.
CATCH 'EM
(by Dave Edson |
One of our simplest, fastest, funnest, all
machine code arcade games. Raindrops and
an incredibe variety of other things come
falling down on your head. Use the Joy-
sticks to Catch'em. It's a BALL! — and a
flying saucerl — and a Flying Yl- and so
on. TRS 80 COLOR. $19.95.
BASIC THAT ZOOOMMSI!
AT LAST AN AFFORDABLE COMPILER!
The compiler allows you to write your
programs in easy BASIC and then auto-
matically generates a machine code equiv-
alent that runs 50 to 150 times faster.
It does have some limitations. It takes at
least 8k of RAM to run the compiler and it
does only support a subset of BASIC—
about 20 commands including FOR, NEXT,
END.GOSUB.GOTO, IF, THEN. RETURN,
END, PRIIMT, STOP, USR (X|, PEEK,
POKE, *,/,+, -, > , < ,=, VARIABLE
NAMES A-Z, SUBSCRIPTED VARfABLES,
and INTEGER NUMBERS FORM 0-64K.
TINY COMPILER is written in BASIC. It
generates native, relocatable 6502 or 6809
code. It comes with a 20-page manual and
can be modified or augmented by the user.
S24.95 on tape or disk for OSI, TRS-80
Color, or VIC.
f /ease specify system on alt orders
is only a partial list of what we carry. We have a lot of olhor games (particularly for the
programs, blank tapes and disks and hardware. Send $1 .00 for our complete catalog.
^
AARDVARK - 80
2352 S. Commerce, Wailed Lake, Ml 48088
(313)669-3110
Phone Orders Accepted 8:00 a.m. to 4:00 p.m. EST. Mon.-Fri.
9^
5i t i on
420
REM psf?ffrBn»r
430
IF STRIG<0)=
all ow " thund
440
IF BTICKtOX
450
TX=BX+DX: TY=
460
IF TY<1 THEN
EM check -for
470
IF TY>20 THE
TO 430:REM c
480
IF TX<0 OR T
bounce off w
490
TPOB=SCR+TX+
bst acl es
500
IF PEEK(TPDS
POKE SCR+BX+
OTO 430
510
REM Rebound
520
IF PEEK (IPOS
0RE=SC0RE-50
530
DY=-ABS (DY) ;
= -DX
540
FOR W=14 TO
, 10, W:NEXT W
550
SCORE=SCDRE+
KS+1:REM bco
560
POKE TPOS,0;
SCORE) ) /2, 0:
570
IF BL0CKS=32
-OUT 1
5SO
IF SCDRE<0 T
590
GOTO 500
600
REM Hit bird
610
IF PEEK (5325
TO 630
620
GOTO 660
630
FOR W=14 TO
0, 10, W: NEXT
640
POKE SCR+BX+
Y + DY
650
POKE 53278,2
660
REM Ball out
>
POKE SCR+BX+
670
680
FOR W=100 TO
12,8:NEXT W:
5:S0UND O.W
0, 0, 0
690
POKE 53278,2
700
BALLS=BALLS-
O THEN GOSUB SOOsREM
er "
>15 THEN POKE 77,0
BY + DY:REf1 update ball
SOBUB 6O0:GDT0 430:R
mi ss
N DY=-DY:GaSUB 920:60
heck for breakthrough
X>39 THEN DX=-DX:REM
al 1
40*TY;REM check for o
)=0 THEN POKE TPaB,S:
40«BY,0:BX=TX:BY=TY:G
tiles (lasered down)
)=4 THEN GOSUB B90:BC
: DY=ABS (0Y> :GDTO 560
IF RND(0)>0.5 THEN DX
O BTEP -25S0UND 0,W*5
(BY-1 1 ) »5:BLaCKS=BL0C
re according to row
POSITION 29-LEN(STR«(
? " " ; SCORE; " " ;
O THEN lOOOtREM BREAK
HEN 720
2) THEN DY=-DY: Z=l jGO
O STEP -2:S0UND 0,W+1
M
40* BY, 0: BX=BX+DX:BY=B
55: RETURN
of bounds (past bird
40*BY, O
O STEP -5: SOUND 0,W,
FOR W=W=0 TO 100 STEP
,12,B:NEXT W:SOUND O,
l:PDSITION BALLS, O:?
7IO
720
730
740
750
760
IF balls:
REM
,0:
IF
O THEN
•UiMiM
5,0:? ■'
400
GiSmE OCEbE
^ ,„„-,
pRBZRD
»
■■ ■ ■ ■ ■■■ 1
■
1 , , . ,JJ1
"^^^^H
■ ■■
■
■■■■1
X ^
■
•■■•1
T
■
■
■■«■■
"X
■
■■■■1
T
" T
I
i
o
20, O
20, 0
POSITION
GOSUB 750JRUN
IF PEEK (53279) =6 THEN POSITION
? "C5 SPACES>" : RETURN
PEeK(20)>20 THEN POSITION
"PRESS"
PEEK(20)>40 THEN POSITION
:? "t^*=1A." : PHKF 20,0
GOTO 750
XPOS= (PEEK (1664) -48) /4+4:FLIP=0:R
EM equate player po5. to screen p
OS .
FDR 1=3 TO 12: WHERE=SCR+XPOS+40*I
P = PEEK (WHERE) -.POKE WHERE, 6+FLIP: F
LIP=1 -FLIP: REM zig-zag line
SOUND 0, I * 10, O, 15-I-.P0KE 710,PEEK
(53770):REM scintillate color
NEXT I
FOR 1=3 TD 12:POKE SCR+XP0S+40* I ,
0;NEXT I : REM er s^e lightning
WHERE=SCR+12*40+XPOS: SOUND 0,0,0,
0:PDKE WHERE-i , 4: POKE WHERE+1,4:P
OKE WHERE, 4:REM lay down tiles
SETCDLOR 2,9,4:RETURN
REM sound effect:
FOR W=0 TO 240 STEP 30: SOUND 0,W,
12, 15-W/ 17; SOUND 1 , W+10, 10, 15-W/l
7:NEXT W:SOUND 0 , 0 , 0 , 0 : SOUND 1,0,
0, 0
RETURN
REM break— through
IF DONE THEN RETURN
FOR 1=1 TO 100:PDKE 53274 , PEEK ( 53
770):SOUND 0 , I , 0 , 1 5-1 / 1 O: NEXT I
SOUND O, O, 0, 0: POSITION 4,0:? " [33E
EESncEmnr" : POSIT ION 22,0:? "looo
point taaaia"
FOR 1=1 TO 10:P0SITIDN 22,0:? "10
00":FOR W=l TD 20:NEXT W:PDSITION
22,0:? "{4 SPACESJ":FDR W=l TD 2
0:NEXT W:NEXT I
POSITION 4,0:? " K:IH:1>T^I:1i<:T.: " : PO
SITION 22,0:? "{17 SPACES?"
FOR 1=1 TO iOsFOR J=0 TD 15 STEP
5:S0UND 0 , 50+ 1 O- I , 0 , 1 S- J : NEXT J:S
C0RE=SCDRE+100
POSITION 29-LEN (BTR* (SCORE) ) /2, 0:
? " " ; SCORE; " ";
NEXT i : DONE=l jRETURN
GOSUB 1100:REM do "BLAST"
FOR 1=1 TO 50:F0R J=0 TO 3:PDKe
708+J, PEEK(53770) :NEXT J:Z=Z«(Z<
5) +1
SOUND 0, I+-Z, 10, I/10:S0UND 1,I+Z +
lO, JO, I/10:NEXT I
SOUND 0, O, O, O: SOUND 1,0,0,0560SU
B 1560
GRAPHICS 1S:P0S1TIDN 0,6:? »6j"
<Q><PJ{LJC3 PJ point (SSSBeitLy
FOR W=l TO lOO:B0UND 0,PEEK(5377
0) , 0, 1S-W/10:P0KE 7 1 2 , ( 3-FL I P t 2 >
»16+FLIP*4+4:FLIP=1-FLIP: NEXT W
SC0RE=SC0RE+10000: SOUND 0,0,0,0
DIFF = DIFF + 1 : IF DIFF>2 THEN DIFF=-
2
GOTO 150
POKE 82,5:P0SITI0N 5,10
? "II!! #{6 SPACES>B|(:4 SPACES?.
Unleashing a- lightning bolt in the Atari version of
"Tlntnderhird."
770 IF
780
790
800
810
820
830
840
850
860
870
BBO
B90
900
910
920
930
94 0
950
960
970
980
990
lOOO
1010
1020
1030
1040
1050
1060
1070
1080
1O90
1 lOO
1110
1120 ? " ! {3 SPACESJ ! HCS SPACE5>a D
.{3 SPACES>.<3 SPACESJH"
78 COMPUni January, 1983
Atari' Games
On Your
VIC-20?
The "CARDAPTER/1" will allow Video Game
Cartridges designed for use on the Atari Video
Computer System to be played on a standard
VIC-20®
SUGGESTED RETAIL $89.95
DEALER INQUIRIES INVITED
United States:
England & Europe:
Cardco, Inc.
Audiogenic
3135 Bayberry
Martin Manary
Wichita, KS 67226
34-36 Crown St.
(316)685-9536
Reading, Berkshire England
(0734) 595647
West Canada:
LSI Distributing
East Canada:
Attn: Mr. Wong
Hobby Craft Canada
2091 W. 61 St Avenue
24 Ronson Drive
Vancouver, BC. CA V6J 1Z2
Rexdols Ontario M9W1 B4
(604)733-0211
(416)241-2661
I 130
1 140
1 150
1 160
1170
1180
1190
12O0
1210
1220
1230
1240
12SO
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
I360
I370
1380
1390
1400
1410
1420
1430
1440
1450
? " ) {3 SPACES}! #t4 SPACES>D
£3 SPACESXB . <7 SPACESJH"
? " ! I ! ! #t4 SPACES>HJt3 SPACeS>B
. , . CA SPACES>0"
? "!f3 SPACES}! #{4 SPACES >UUI1UU
<C5 SPACES}, <;3 SPACES>n"
? •■ ! C3 SPACES}! #44 SPACES>ffl
PACES>B . f^ SPACES}.
PACESJB"
!J! #### IB{3 SPACES}|i ...
PACES}B"
82. OsRETURN
{3
<3
?
{4 S
POKE
END
REM
POKE
tCLE
S DU
POST
POSI
ITIO
REST
FOR
0,A,
T I
fl = US
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
REM
PDSI
D"
FOR
EK (5
E 71
REST
READ
O: SO
FOR
, 8: S
POKE
60T0
8B,0:P0KE 89 , BASE /256 : ? "
AR} " :6RAPHICS 2+16:ReM CLEAR
T P/M AND CHARACTER MEMORY
TioN 5,0:? #6; "OHmEmagaa?:":
TION 6,4:7 #6 ; " pat i ence " : POS
N 5,8:? #6; "READING ML"
ORE 1260
1=1536 TO I6II5READ AjSOUND
10,8:P0KE 7i2,A:P0KE I,A:NEX
R ( 15
104
6, 1
6, 1
23,
173
173
128
125
6, 2
6, 2
200
144
6,7
36) I
, 173
73, 3
69, 6
32, 9
, 128
, 124
.6,
,2,2
38, 1
01 . 1
, 141
,5, 1
6,73
60T0
,34,2
5.2, 1
, 162,
2, 228
.6, 14
,2,20
06, 12
08, 6,
28,6,
. 176.
, 128,
69.32
,6
1400
, 141 . 74
41 , 75
6, 160
.96.24
1,0,
a„6,
8,6, 173
2 38, 128
173, 128
5, 169
6, 201 ,250
, 141 , 128
?08
206
TION 3,8:? #6;"[15EEBCE
Miaa
1=128 TO 510:P0KE CHSET+I,PE
7344+1 ) rSOUND O , I /2 , 12 , S: POK
2, I/2:NEXT I
ORE 1460
AiIF A=-i THEN SOUND 0,0,0.
UND 1 , 0,0, 0:RETURN
J=0 TO 7:READ B:SOUND 0,B,10
OUND 1 , B+IO, 10, S:POKE 712, B;
CHSET+A*S+J,B:NEXT J
1430
1460 DATA 1,0,252,168,84,252,168,252,
0
1470 DATA 2.0,168,168,252,252,168,168
,0
1480 DATA 3,0,216,120,184,228,180,212
,0
1490 DATA 4,0,0,0,219,150,0,0,0
1500 DATA 5,0,0,0,16,32,0,0,0
1510 DATA 6,192,192,48,48,12,12,3,3
1520 DATA 7,3,3,12,12,48,48,192,192
1530 DATA 10,24,40,24,153,126,255,20,
34
1540 DATA 14,0,126,126,126,126,126,12
6, O
1550 DATA -1
1560 REM KILL P/M GRAPHICS
1570 POKE 53277, 0:FDR I=0 TO 3;P0KE 5
3261+1,0: NEXT I
1500 RETURN
Program 3:
TRS-80 Color Computer Version
Making a "wing shot" in the TRS-80 Color Computer version
of "Thiinderbird."
lOO
1 lO
120
125
130
140
150
160
165
170
180
190
200
210
220
230
240
245
299
300
310
320
325
330
340
350
360
499
500
515
520
530
540
550
600
610
620
625
630
635
640
i-CHR* i 154>
-CHR* ( 158)
HCHR* ( 158)
' Qnniiaaniiins
CLS 0
BL* = CHR* ( 128) +CHR« ( 128) +CHR* i 128)
+ CHR* <128)
PRINT 310, "THUNDERBIRD";
H1* = CHR« < 128) +CHR* (157) +C
H2«=CHR* (128) +CHR* ( 149) +t
BD« = CHR« (156) +CHR* < 157) +t
+CHR* (156)
BALLS=4
' nsnz gtiTwi on nrrKrir-tH
FOR 1=2 TO 7
PRINT S< 1+7) 1:32, "";
FOR J=l TO 32:PRINTCHR* ( 143+1*16)
; : NEXT
NEXT
' ECEiMlIIMSl tiH!r=T? LiJ;if><;Ui«=<a
BY = RND <10)+6:BX = RND(32)-1
DY=1 : DX=-1 : IF RND(0)>.5
PRINTa23, "BALLS: "; BALLS;
' isT;v<; Lsns
X=INT ( JOYSTK <0) /2)
IF X>2S THEN X=2S
IF X=DLDX THEN 360
THEN DX=1
PRINT30LDX+32, BL«; ; PRINT
BL«;
IF X<DLDX THEN PRINT3X+3
BE PRINT aX+32,H2«;
PRINT3X + 64,BD*!;
OLDX=X
IF PEEK <65280) =126 OR PE
=254 THEN GOSUB 4000
TX=BX+DX:TY=BY+DY
IF TY=31 THEN DY=-DY:GOT
IF TY>5 THEN 600
IF TX<X«2 OR TX>Xt2+LEN<
EN lOOO
DY=-DY:IF RND<0)>.5 THEN
30LDX+64,
2, HI*; EL
EK (65280)
0700
BD*) *2 TH
DX=-DX
=-DX :GOTQ
GOTO 700
IF TX<0 OR TX>63 THEN DX=
700
P=POINT(TX,TY)
IF P=0 THEN RESET(BX,BY) : SET (TX, T
Y,0) :BX = TXi BY = TY : G0T0300
IFP=1 THEN P=-5
SC0RE = SC0RE + P«5: PRINTStO, SCORE;
IF SCORE<0 THEN 1030
PR I NTS) I NT (TX/2)+INT (TY/2) * 32, CHR*
< 128) :
80 COMPUIH JaniKiiy,1983
FOR ALL YOUR SOFTWARE NEEDS
AT THE LOWEST PRICES
We have one of the largest selections of software available for your home computer at the lowest prices. You will
find all of the top games and office management software in our catalog at from 20% to 30% below retail.
Monster Maze (Rom)
Platler Mania cRom)
Chopliner (Disk)
Embargo <nom)
Raster Blaster (Oisx)
Frogger (d/c)
Wlzzard of Wor (d/c)
Slime (D/C)
Serpentine (D/c/Rom)
Steller Stiultle (d/o
ATARI®
Retail Our Price
m) S39.95 S29.95
n) $39.95 $29.95
$34.95 $25.95
S49.95 $34.95
0 S29.95 $18.00
334.95 $24.95
VC) S39.95 $29.95
S34.95 $24.95
5m) S34.95 $24.95
;) S29.96 $20.95
Retail Our Price
S2995 $23.95
Atari' & Atari APX" programs now available at 25% off
suggested retail if you mention this ad. ^
TG Trackball S64.95 $51.95
Wico Tracltball S69.95 $57.95
. And many, many more. Call for an update
of new titles, including Atari VCS'. ,
$24.95
VIC
Call fof more information on new
software for ttie fastest growing Home
Computer today.
Retail Our Price
Crush, Crumble & Chomp (Ca^s ) $29.95 $23.95 ,
AstroblltZ(Ca:rt) S46.95 $37.50
Choplitter (Can ) S44.95 $35.95
Martian Raider (Cois) S19.95 $15.95
Ricochet (Cass) S19.95 $15.95
Sword of Fargoal ccass) S29.95 $23.95
Serpentine (Can) 844,95 $35.95
Apple Panic (Cart) S44.95 $35.95
Shark Trap (Coss) SI 9.95 $15.95
Trashmon (Cart) $46.95 $37 JO
Rescue at Rlgel(Cass) $29.95 $23.95
Muifisound Synthesizer (Coss) $19.95 $15.95
. Monster Maze (Cart) $39.95 $31.95
DISKEHE SPECIAL
Box of 10 witfi Plastic
Library Case
Singie-sided/CSouble Density
(40 track) with reinforced
hub-ring,
Call for Prices on
Maxell and
VertKitim.
Apple Panic Siiv Vb *ZJ.»
Call to Arms S29.95 $23.95
Curse ot Ra S19.95 $15.95
Frogger 534.95 $27.95
Jabber Talky 529,95 $23.95
Temple of Apshal 539,95 S29.96
Upper Reaches of Apshal S19 95 $15.95
OH Barons 5100,00 $75.00
•MatheMogic S89.95 $67.50
•Graphmogic 589,95 $67^0
•Combo Rack 5159,90 $119.95
Visicorp/Micropro - 25% ot all titles
including Visicalc & Wordstar,
TG Joy Slick 564,95 $49.95
APPLE Retail Our Price
Sea Fox 329,95 $22>45
' Serpentine 334,95 $26.25
•MalheMogic 389,95 $6750
•Graphmogic 389.95 $67.50
•Combo Pack 3149.95 $112.50
Oil Boron $100,00 $70.00'
New world 529.95 S2245
Snooper Troops $44,95 $33.75
Wizardry 349,95 $37.50
Star Blazer 331,95 $20.00
RuskiDuck 334,95 $18.00
Rescue at Rigel
3^ck Morlock's Tower 349.95 $3750
Datestone of Ryn
Rosier Blaster 529,95 $16.00
TG Joystick Apple ll ■ 559 95 $46.00
TG Joystick Apple 111 ' 564,95 $48.95
TG S«iect-a-Port S5995 $46.00
CALL TOLL FREE 1-800-82^^838 Ss!S^gag'?J)^
For Inside California and Other Inquiries Call 1-916-925-2666
MAIL ORDERS: For fast delivery, send certified check,
money orders, or Visa or MasterCard number and
expiration date, for total purchase price plus 1% or S2
minimum for postage and handling. Add S5 for
shipment outside the continental U.S. California
Residents add 6% sales tax.
COD: and Chargecard orders call 1-800-82S-2a38.
In California call 1-916-925-2666.
Subject to stock on hand. Prices subject to change.
Catalog free with any order or send S2 postage and
handling and please specify computer type.
*'®>-connection-
5133 Vista Del Ore Way Fair Oaks, CA 95628
IF TY=28 THEN GOSUB 2000
IF P=-5 THEN DY=ABS (DY) ; GDT0700
DY=-ABS (DY)
HIT=HIT+1:IF HIT=192 THEN 3000
SOUND 240, J
GOTO 300
FDRI = 1T010: SOUND 1 , 1 : SOUND255, i : N
EXT
RESET (BX, BY)
BALLS=BALLS-1 : IF BALLS>0 THEN 23
0
F0Rr=25ST01STEP-15: SOUND I , 1 : NEXT
CLS5
PRINT3267, "GAME OVER";
PRINT30, SCORE;
IF PEEK<652S0) 0126 AND PEEK(652
80)0254 THEN 1060
RUN
641
645
650
660
700
710
1000
lOlO
1020
1030
1040
1050
1055
1060
1070
199<?
2000 IF FIRST=1 THEN RETURN
2010 FIRST=1
2015 PR1NT36, " lOOO POINT BONUS";
2020 FOR J=l TO lO STEP 2
2025 T=1-T:IF T THEN PRI NTS)6, " 1 000" ;
ELSE PRINT36,BL*;
203O FOR I=200+J TO 210+J
2040 SOUND 1,1
2050 NEXTiNEXT
2060 PRINT36,BL«; " THUNDERB IRD" ; BL* ;
Atari Notes:
Thunderbird
Charles Bronnon. Editoriol Asststont
Thunderbird for Atari requires a joystick and
16K of memory. You move the bird left and right
with your joystick, using it to bounce a ball into a
wall of bricks. As in Breakout, the object of the
game is to clear out all the bricks, without letting
the ball escape past you. A 1,000 point bonus is
awarded when you break out the bottom of the
wall {a "breakthrough"); and if you're really good,
you get 10,000 points for clearing out all the bricks
(no mean feat!).
Shades Of Zeus
But the Thunderbird is no mere Breakout paddle!
It can unleash the most awesome power of nature
- lightning - at the touch of a button (the fire but-
ton). Thunderbird will "beam down" several
luminous "tiles" that serve to deflect the ball
downwards when hit. You can lay down tiles like
a cap over a hole the ball has created, to force it to
widen the hole. Every time the ball hits a tile, it
swoops downward, but 25 points are subtracted
from your score. That should discourage overuse
of this miraculous feature.
Vertical Blank And IRG 4
Here's a bit of information about the pro-
gramming. The playing field is a mixed-mode
display consisting of two rows of GRAPHICS 1
82 COMPUIE! January. 1983
2070
SC0RE=SC0RE+1000
2080
PRINT30, SCORE; :PRINTa23, "BALLS: '
; BALLS;
2090
RETURN
2999
' r:iki Is};)i4ij;^ li^4i
3000
FOR 1=1 T050
3010
CLS RND<8)-1
3020
PRINT3263, " lo, OOO POINT BONUS'";
3030
NEXT:CLS 0
3040
SC0RE=SCDRE+lO0O0
3050
DIF=DIF+1
3060
IF DIF=3 THEN DIF=2
3070
ON DIF 60TD 3100,3200
3100
Hl«=" "
31 JO
H2*=H1«
3120
ED*=CHR* (169) +CHR«(166)
3130
GOTO ISO
3200
H1«="":H2*=""
3210
4000
BD* = CHR* <243) ; GDTOISO
liij;L'J.-|H^T: ItTtmr
4010
FORI=3TD7
4020
PRINT3X+1+I»32,CHR« (233> ;
4050
NEXT
4060
S0UND245, 10
4070
F0RI=3T07
4080
PRINT3X + 1 + I»32,CHR* <128) ;
4090
NEXT
4100
PRINT3X+I«32,CHR» ( 131 ) ; CHR* (131)
;CHR»(131) ;
4110
RETURN
text, and 21 rows of a multicolored character mode,
IRG 4. This lets us have multicolored bricks.
Player/missile graphics are used to represent
the bird, which can be any of three sizes, de-
pending on the skill level. The bird is moved left
and right by a small machine language routine
that is executed every 1/60 second during the TV's
vertical blank (when the electron beam is traveling
from the lower right-hand corner to the upper
left-hand corner of the screen).
IRG mode 4, the multicolor mode, is quite
interesting. A single character can be any of three
colors. To design these colored characters, divide
the character horizontally into four two-bit zones.
Each two-bit block controls one pixel of color with-
in the character (a multicolor character's resolution
is 4x8). No color would be 00, color one is 01, two
10, and three 11 (simple two-bit binary). For ex-
ample, one of the bricks consists of several colored
bands:
1110
2220
3330
1110
2220
3330
1110
0000
The numbers correspond to a "COLOR" state-
ment. One side and the bottom row are left blank,
so the blocks won't touch. The pattern, when
expanded into binary, would look like:
01010100
10101000
11111100
01010100
10101000
11111100
01010100
00000000
Such a "custom character" would look strange
on a normal screen (although you would see some
semblance of multicolors, due to artifacting). But
when displayed on either an IRG 4 or IRG 5 mode
screen, each character is like a tiny 4x8 block of"
GRAPHICS 7 pixels. Also, any character printed
in inverse (with the Atari logo key) will look dif-
ferent. The COLOR 3 pixels in such a character
will be displayed as COLOR 4 (normally available
only in GRAPHICS 1 or 2).
To create an IRG 4 screen, you must replace
the bytes for GRAPHICS 0 by modifying the dis-
play list. Luckily, the resolution of IRG 4 is identi-
cal to GRAPHICS 0, 40x24.
DL = PEEK(560) + 256*PEEK(561) + 4
POKEDL-1,4 + 64
FOR 1=2 TO 24:POKE DL + I,4:NEXT I
See lines 160-180 of Thunderbird. You can
also try out IRG 5, which displays these characters
in double-height (40x12). ©
32k RAM
FOR
ATARI 4001800
Only Tech'Data can offer such top quality at so
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BASIC REFERENCE CARD $2.50 [S3. 00]
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PET TINY Pascal PLUS 540 [S45]
PET MACHINE LANGUAGE GUIDE 59 [$1 1]
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dore G4 , any COM or Pet, and IBt^ Personal Computer.
VIC-20 59.95 All others 79.95
Inventory Control Manager— Fast, efficient inventory
package which will manage your day to day Inventory
requirements. Provides Information on sales and
movement of items.
Mailing List Manager— 4 ,0B0 Items per 8050 disk. 1,300
on 4040 disk and 1,200 on 1540/1S41 disk. User defined
label format (1—4 ) across.
Payroll Systenv- Full featured complete Payroll System,
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and W-2's. For the CBM 8032/8050,^032/404 0, Commo-
dore 64/1541.
Hospitality Payroll— The most complete payroll system
written specifically for the Restaurant Industry available
today. Recognizes tip and meal credits, pay advances,
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CONTACT US FOR ALL YOUR
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jonuQP/.wea coMPuni as
HOME ENERGY
CALCULATOR
Davfd Swaim. Atlanta
You (and your computer) could becotne preth/ popular
when xvordgels out that you can analyze the benefits of
home improvements on fuel hills. This program is in
Microsoft (Apple, PET, OSI, etc.) and Atari BASIC.
Lately there has been a great deal of interest in
saving energy in the home. Nobody needs to be
reminded that fuel costs are rising. We all want to
reduce our energy bills. The way to do this is
simple: reduce household energy consumption.
There are a number of ways this can be done.
The cheapest way is to change habits. An
example would be setting the thermostat back to
a lower temperature and wearing heavier clothes.
If you're not too keen on that, the next alternative
is to improve the ability of the house to protect
you from the elements. Insulation could be added
to the walls, floors, attic, and heat ducts. Weather-
stripping could be applied to windows and doors.
Storm windows and doors could be added.
Improvements such as these reduce the
amount of heat that the house will lose to the
outside. But which of the above items would save
us the most money? Which one would cost the
least to implement? Or, better yet, which will
give the greatest savings for the least amount of
cost? It's this last question we really want to
answer.
The best measure of the cost effectiveness of
an energy saving improvement is the payback
period. That is simply the amount of time (in
years) it takes for the savings in energy costs to
add up to the total cost of installing the improve-
ment. Obviously, the item with the shortest
payback period is the best candidate for im-
plementation. To determine the payback period,
we must know two things: how much it will cost
to make the improvement, and how much it will
save us on utility bills for a year (a heating season).
Obtaining the improvement cost requires con-
sulting a contractor or, if we plan to do it ourselves,
a building supply store.
Predicting Effectiveness
Finding out how much the improvement will
84 COMPVni Jaruatv.1963
save us in heating costs over a season is not quite
as easy to determine. One way would be to keep
records of our heating bills for one season, make
the improvement, and then keep records of our
heating bills for the next heating season. There
are two drawbacks to this method.
First, the severity of the weather will vary
from one year to the next. If the first year is severe
and the second is mild, our heating bills would be
less even if we made no improvements. This
problem can be corrected by adjusting the heating
costs using weather data for the two years.
The second and biggest drawback to this
method is that you can't find out if an improve-
ment is cost effective until after you have installed
it. If it turns out not to be cost effective, it is too
late to decide not to implement it!
What we need is a way of predicting savings.
If we know the weather and the heat loss charac-
teristics of the house, we can estimate the heating
cost. By calculating the heating costs based on
heat loss characteristics of the house both before
and after the improvements, we can obtain the
estimated savings due to the improvements. This
is what the program here does.
To gather the data needed by the program,
you will need to make some measurements and
observe insulation levels in your house. The first
thing the program calculates is the heat loss of the
house. Heat loss of a house depends on three
things: the thermal resistance, known as the R-
value, of the structure; the total area of the struc-
ture exposed to the elements; and the temperature
difference between the inside and outside of the
house. So we simply need the area, R-value, and
the difference in temperature.
The only problem is that different parts of
the house have different R-values. Windows will
have a lower R-value than walls, for example. In
general, you can divide the external area of the
house into five categories: windows, doors, walls,
ceiling, and floor. The program requests informa-
tion on each of these five categories in turn.
For windows it requests height, width,
number of windows (it calculates total window
Now the VIC 20 and 64 can
communicate with PET peripherals
VIC and 64 users
Would you like to be able to access any of these
peripherals from your computer?
• Vi megabyte disks (Commodore 4040 drive)
• 1 megabyte disks (Commodore 8050 drive)
• 10 megabyte disks (Commodore 9090 hard disk)
• Printers including a wide range of inexpensive
IEEE and RS232 matrix and quality printers
• IEEE instruments such as volt meters, plotters etc.
Now you are no longer limited by the VIC or the 64's
serial bus. Simply by attaching INTERPOD you can
vastly increase the power of your VIC 20 and when
used with the new 64, INTERPOD turns the computer
into a really powerful system.
With INTERPOD the VIC and 64 become capable of
running really professional quality software such as
Word-processing, Accounting, Instrument control and
many more.
INTERPOD will work with any software. No extra
commands are required and INTERPOD does not
affect your computer in any way.
Using INTERPOD is as easy as this:
Simply plug INTERPOD into the serial port of your
computer, power-up and you are ready to
communicate with any number of parallel and serial
IEEE devices and any RS232 printer.
INTERPOD costs ^180
(IW7I:III»<>I>)
Oxford Computer Systems CSoftware) Ltd. Hensington Road. Woodstock. Oxford OX7 IJR, England Tel. (0993) 812700 Telex 831 47 Ref OCSL
/.
She needs 'Superscript'!
Sof&tm^i^ Features
Provides full screen edit, delete, erase,
insert, transfer and document merge
facilities. Over 240 columns.
Simple facilities to send mailshots to
standard address lists.
Powerful aids to produce tables with wide
screen, horizontal, decimal and vertical
tabs.
Search with optional replace
Comprehensive printer controls with
control of margins, lines per page,
underlining, bold print, super and sub
scripts, variable line and character pitch.
SfeM^
Features
Dictionary in excess of 30,000 words.
User definable dictionary with facilities to
add, delete, print or merge with standard
dictionary.
Spelling checker verifies largest
'Superscf/pf document in less than two
minutes.
Displays totals of words, different words
and unrecognized words.
Editing of unrecognized words in
document includes optiong to accept,
ignore, change or add to user dictionary.
'Superscript' transforms your
Commodore computer into a true Word Pro-
cessor, enabling your secretary to turn out
high quality letters, mailshots, quotations,
etc., faster and easier than ever before.
But spell? — Adding 'Superspell' gives
you access to an extensive dictionary with
automatic checl<ing of any document entered,
enabling recognition of spelling errors and
mistypes.
If she wants a better machine, and you
want the very best of Word Processing, then
yoH both need a Commodore with
'Superscript' and 'Superspell' available from
your local Commodore dealer.
Superscript and Superspell run on the 2001, 3016/32. 4016/32,
8032 and 8096 Commodoce computers, 2040, 3040, 4040 and
8050 disk drives, all Commodore printers and a wide range of
letter quality printers.
Precision
Software
wA Professbnal's Word Processor
Precision Software Limited,
4, Park Terrace, Worcester Park,
Surrey KT4 7 JZ, England.
Telephone 01-330 7166
For further information concerning thiese outstanding software products contact your local SUPERSCRIPT
distributor as sfiown.
Alabama
To Be Announced
Alaska
B. G. Systems
Anchorage
907 276 2986
Arizona
Gerald Hasty & Co.
Las Vegas
Nevada
702 737 5670
Arkansas
To Be Announced
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To Be Announced
Caiifornia (South)
P. E. C.
Anatieim
714 778 3007
Colorado
To Be Announced
Connecticut
Multi Business Computer Systems
Portland
203 342 2747
Delaware
Professional Micro Services
Baltimore
Maryland
301 325 5725
Florida
To Be Announced
Georgia
U. A. G.
Athens
404 353 8090
Hawaii
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Idaho
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lillnois
Cambridge Business Systems
Chicago
312 525 3900
Indiana
Srepco
Dayton
Ohio
513 224 0871
Iowa
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Kansas
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Kentucky
Srepco
Dayton
Ohio
513 224 0871
Louisiana
To Be Announced
Maine
Best Business Equipment
Worcester
Massachusetts
617 755 1077
Maryland
Professional Micro Services
Baltimore
301 325 5725
Massachusetts
Best Business Equipment
Worcester
617 755 1077
Michigan
Newman Audio Video
Grand Rapids
616 243 3300
Minnesota
To Be Announced
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Missouri
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Montana
To Be Announced
Nebraska
To Be Announced
Nevada
Gerald Hasty & Co.
Las Vegas
702 737 5670
New Hampshire
Best Business Equipment
Worcester
Massachusetts
617 765 1077
New Jersey
Geneva Technology
Cranford
201 276 1144
New Mexico
To Be Announced
New York State {North & West)
Upstate Computer Shop
Whitesboro{Nr. Uttica)
315 768 8151
New York State (South)
Computer Emporium
Middletown
914 343 4880
New York State (Long Island)
Centerbrook Software
Livingston Manor
914 439 3591
New York City
Geneva Technology
Cranford
New Jersey
201 276 1144
North Carolina
To Be Announced
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To Be Announced
Ohio
Srepco
Dayton
513 224 0871
Oklahoma
To Be Announced
Oregon
The Computer Place
Klamath Falls
503 882 9603
Pennsylvania (East)
Mainline Computer Center
Wayne
215 687 8500
Pennsylvania (West)
Srepco
Dayton
Ohio
513 224 0671
Rhode Island
Multi Business Computer Sysiems
Portland
Connecticut
203 342 2747
South Carolina
To Be Announced
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To Be Announced
Tennessee
To Be Announced
Texas
To Be Announced
Utah
Gerald Hasty & Co.
Las Vegas
Nevada
702 737 5670
Vermont
Best Business Equipment
Worcester
Massachusetts
617 755 1077
Virginia
Professional Micro Services
Baltimore
Maryland
301 325 5725
Washington State
Computer Sales & Service
Moses Lake
509 765 9751
Washington D.C.
Professional Micro Services
Baltimore
Maryland
301 325.5725
West Virginia
Professional Micro Services
Baltimore
Maryland
301 325 5725
Wisconsin
Combridge Business Systems
Chicago
illinois
312 525 3900
Wyoming
To Be Announced
Canada
Canadian Micro Dlslributors
Milton
Ontario
416 878 7277
If a SU PERSCRIPT distributor is not shown for your area, contact your nearest
Commodore dealer for more information. If he does not stock SUPERSCRIPT
or SUPERSPELL, write to Precision Software in England at the address shown
opposite and we will send you the full distribution list.
Precision
Software
area from these items), and type of frame and
number of layers of glass. The number of types
and/or sizes of windows is requested first. Most
houses will have several sizes of windows, and
there may be storm windows on some and not on
others. The program allows for up to ten different
types and/or sizes of windows. If you need more,
change the dimension of S in statement 180.
Only one size and type of door is allowed. If
you have sliding glass doors, you should consider
them another type of window. You need to get
the height, width, and number of doors. Re-
member: these are exterior doors only.
Information needed for the walls consists of
type of construction and R-value of the insulation
in the wall. If you enter a negative number for the
R-value of the wall insulation, the program will
give you a list of typical R-values for wall insula-
tion. To get the area of the wall, the program asks
for the ceihng height, total perimeter of the house,
and the number of stories in the house. The pro-
gram will calculate the gross wall area from this
data and subtract the total window and door area
to obtain the proper wall area.
One Hand Calculation
The only time you have to calculate area yourself
is for ceiling and floor. For the ceiling, you wiil be
asked for the number of inches of insulation in
the attic and the type of insulating material. For
the floor, the type of foundation is requested.
In addition to the heat losses mentioned so
far, there are two others. The first of these is
infiltration of outside air through cracks in win-
dows and doors. The program asks if the windows
and doors are weather-stripped. It uses this infor-
mation and the total length of the cracks around
windows and doors to calculate infiltration. The
other heat loss is in the heat ducts from the furnace
to the heat registers. The program asks if your
heat ducts are insulated and where they are lo-
cated. This concludes the input needed for cal-
culating the total heat loss of the house. At this
point the heat losses are displayed, and you are
asked if you wish to make improvements to the
house.
If the answer is "Y", you will be asked if you
wish to improve each item. You can make im-
provements to one item or to any number of
items. As you probably noticed, the first question
you are asked is what the outside design temper-
ature is. The outside design temperature for my
area (Atlanta, Georgia) is 23 degrees. The outside
design temperatures for other areas are tabulated
in Table 1. For a more complete list, consult one
of the references listed at' the end of this article.
Actually, you do not need to put any specific
temperature in here as long as it is less than 75
degrees, the inside design temperature used by
88 COMPUTE! Januotv.W83
the program. The program will still give you valid
results for savings and payback. However, using
the correct outside design temperature gives you
the advantage of seeing what the furnace size
would be for your house with and without the
improvements. In fact, heating engineers use the
same basic method as this program does to size
furnaces for houses.
When the program finishes calculating the
heat loss of the house after improvements, it is
ready to do the cost analysis. First you are asked
for the type of heating fuel you use: electricity,
Table i: Winter Design Temperatures
CITY
TEMPERATURE
MONTGOMERY AL
26
JUNEAU AK
-4
PHOENIX A2
34
LITTLE ROCK AR
23
SACRAMENTO CA
32
DENVER CO
3
HARTFORD CONN
5
DOVER DEL
15
TALLAHASSEE FL
29
ATLANTA GA
23
HONOLULU HI
62
BOISE ID
10
SPRINGFIELD IL
4
INDIANAPOLIS IN
4
DES MOINES lA
-3
TOPEKA KS
6
LEXINGTON KY
10
BATON ROUGE LA
30
AUGUSTA ME
-3
BALTIMORE MD
20
BOSTON MA
10
LANSING MI
6
ST. PAUL MN
-10
JACKSON MS
24
JEFFERSON CITY MO
6
HELENA MT
t13
LINCOLN NE
0
CARSON CITY NV
7
CONCORD NH
-7
TRENTON NJ
16
SANTA FE NM
11
ALBANY NY
5
RALEIGH NC
20
BISMARCK ND
-19
COLUMBUS OH
7
OKLAHOMA CITY OK
15
SALEM OR
25
HARRISBURG PA
13
PROVIDENCE RI
10
COLUMBIA SC
23
PIERRE SD
-9
NASHVILLE TN
16
AUSTIN TX
29
SALT LAKE CITY UT
9
BURLINGTON VT
-7
RICHMOND VA
18
OLYMPIAWA
25
CHARLESTON WV
14
MADISON WS
-S
CHEYENNE WY
-2
1983 - T^ke Control
A FINANCIAL WIZARD 1.5
THE HIGHLY ACCLAIMED PERSONAL FINANCE SYSTEM FOR ATARI*
• Budget Forecast- 26 expense categories
• Check Entry- easy data entry-scan & modify
26 major & 36 sub-categories -information block
• Check Search -single or multiple parameters -
(up to seven) to search entries
• Tabulations-detailed expense vs. budget
comparisons by month, year-to-date, category
• Bar Graphs -screen displays in graph form
expenses vs. budget-by month or category-
printing with graphic capable printers
Check Reconciliation -fast clearing of resident
checks & deposits, complete summary report
Checkwriter- prints your custom checks
Printouts- most popular printers • Audit Report
iVIuiti-Colored Graphics • Audio Enhancements
7 Utility Programs • User-Friendly Operation
Easy To Use Instruction Manual
Handsome Tinted Plastic Storage Case
The system is designed for Atari computers having a
minimum of 24K and operating from a disk drive. The
price is only $59.95 plus $3 for handling/postage.
If your dealer does not have A RnancJal Wizard. . .
Telephone orders are accepted on
Mastercharge or Visa credit cards. Mail order must be
accompanied by check or money-order or credit card #.
Dealer Inquiries invited. (405)751-2783.
'trademark of Atari Inc.
OK residents ad 4% Tax.
A Financial Wizard
Exclusively thru
Z CHECK ENCLOSED
NAME IPfint)
Address
^^' LINE
COMPlfTtR CTNTERB ol DKC ■•'
Z VISA
10944 North May
Oklahoma City, OK 73120
(4051751-2781
□ MASTERCHARGE
City
Card#
State^
-Zip.
-Exp,.
-Sig.
fuel oil, or natural gas. Next you must input the
cost per fuel unit of the heating fuel.
Note that this unit cost is in dollars, so if
natural gas in your area is 35 cents per therm, you
should input .35 dollars per therm.
Using this data and the heating degree days,
the program calculates the total energy needed to
heat the house for the entire heating season. The
degree days and name of the city are on line 7010.
You should change this line to reflect your own
location. Some sample degree days for different
cities are listed in Table 2, and a more complete
Table 2: Yearly Heating Degree Days
CITY
DEGREE DAYS
MONTGOMERY AL
2291
JUNEAU AK
9075
PHOENIX AZ
1765
LITTLE ROGK AR
3219
SACRAMENTOCA
2419
DENVER CO
5524
HARTFORD CONN
6235
WILMINGTON DEL
4930
TALLAHASSEE FL
1485
ATLANTA G A
2961
HONOLULU HI
0
BOISE ID
5809
SPRINGFIELD IL
5429
INDIANAPOLIS IN
5699
DES MOINES lA
6588
TOPEKAKS
5182
LEXINGTON KY
4683
BATON ROUGE LA
1560
PORTLAND ME
7511
BALTIMORE MD
4111
BOSTON MA
5634
LANSING MI
6909
MINNEAPOLIS MN
8382
JACKSON MS
2239
ST. LOUIS MO
4484
HELENA MT
8129
LINCOLN NE
5864
RENO NV
6332
CONCORD NH
7383
TRENTON NJ
4980
ALBUQUERQUE NM
4348
ALBANY NY
6201
RALEIGH NC
3393
BISMARCK ND
8851
COLUA-IBUSOH
5211
OKLAHOMA CITY OK
3725
SALEM OR
4754
HARRISBURGPA
5251
PROVIDENCE RI
5954
COLUMBIA SG
2484
RAPID CITY SD
7345
NASHVILLE TN
3578
AUSTIN TX
1711
SALTLAKECITYUT
6052
BURLINGTON VT
8269
RICHMOND V A
3865
OLYMPIAWA
5236
CHARLESTON WV
4476
MADISON WS
7863
CHEYENNE WY
7381
list can be found in any of the references. The last
thing you must input is the total cost of the im-
provements you made. From this data the pro-
gram calculates the payback period in years.
I got pretty popular in my neighborhood
when word got out that my home computer
could calculate how cost effective it would be to
add insulation. I have also learned a great deal
about my own home from running this program.
Much of what I concluded was what I expected,
but some conclusions surprised me. The program
can definitely help home owners in assessing
home energy improvements; it can also enable a
home owner to spot dishonest "energy-saving"
schemes pretty quickly.
References
1. ASHRAE Handbook 1981 Fundamentals. Atlanta,
Georgia: American Society of Heating, Refrigerating
and Air-conditioning Engineers, Incorporated, 1981.
2. Other Homes and Garbn;^e, Jim Leckie, Gi) Masters,
Harry Whitehouse, and Lilly Young. San Francisco,
California: Sierra Club Books, 1975.
3. Refrigeration. and Air-Conditjoning, Air-Conditioning
and Refrigeration Institute. Englewood Cliffs, New
Jersey: Prentice-Hall, 1979.
Program i: Microsoft BASIC
100 PRINT" {CLEAR} {02 DOWN} HOME EN
ERGY PROGRAM
110 PRINT-.PRINT
120 PRINT" BY DAVID SWAIM
130 PRINT" P. 0. BOX 720126
140 PRINT" ATLANTA, GEORGIA 303
58
150 GOSUB 8000
160 REM COPYRIGHT 1981 DAVID C. SWA
IM II
170 REM
180 DIM A(6),Q(6) ,R(6),RW(4,3) ,D(4)
,IW(2,3),S{10)
190 DIM RF(3) ,TC(3) ,N$(5) ,IC{5) ,DM(
2,3,3),IN(2)
2 00 REM WINDOW R VALUES
210 DATA 1.01,2.22,1.815,3.155
220 DATA .909,1.667,1.437,2.137
230 DATA .909,2,1.724,2.564
240 REM DOOR R VALUES
250 DATA .41, .75, .95,1.1
2 60 REM FLOOR R VALUES AND TEMP COR
R
270 DATA 3.2,0,3.2,30,1.23,0
280 REM CEILING INSULATION R PER IN
CH
290 DATA 3.5,3,2.5,4.5,5.5
300 N$ (1)="WIND0WS":N$(2)="D00RS":N
$ (3)="WALLS"
310 N$(4)="CEILING":NS(5)="FL00R *"
320 REM DUCT MULTIPLIERS
330
DATA .2,. 15,
5, .05
,1,.15, .1, .05, .1,.0
90 COMPUTf! Januory.WSS
Potential into practical reality. Tills is the
core of DISKEY — a remarkable utility program
that gives ATARI disk drive owners the flexibility
to accomplish tasks that other utilities either
ignored or only hinted at. With DISKEY, the user
will be able to actually examine a disk and its
directory, and repair some files that might
otherwise have been lost. DISKEY also per-
forms a multitude of other practical functions,
including the following:
* Automatically lists any unreadable or
destroyed sectors
* Sends contents of disk to printer selectively
* Up to four separate drives may be addressed
* Can be used to backup some of those "un-
backupable" disks
* Allows direct examination of any file
* Over 50 separate key functions available
As an ATARI 400 of 800 owner, you have ex-
traordinary power and versatility at your
disposal. Tap into those resources effectively
with DISKEY — new from Adventure Interna-
tional.
ATARI 400/800 32K DISK
052-0158 S49.9S
(Note: Some features will require 40K)
SOME OF DISKEY KEY FUNCTIONS
Clear screen and filename
B/te compare, D1 lo 02. OS lo DS
Copy sectors, OD to OD. OS to DS
Toggle destination drive
EcasG disk {format)
Select file sub-menu
Set autornatlc function lower llmfl {OS}
Modify Sector Map
New destination sector
Toggle originate drive
Print screen to printer
Query (searcfi for fiex key, drive OD, sector OS
to DS)
Read new OS, set DS to matcti
Searcti for ASCII key. drive OD, sector OS to DS
Tape lo disk
Upper case conversion of printer lower case
Toggle v*rite verify
Write memory butter to sector DS, drive DD
Select EOR Sector Map screen print mask
Zero memory buffer
Read upward, next sector on disk
Read downward
Directory Information
Select directory sub-menu
Byte compare, D1 to D2, whole disk
cC Copy D1 lo D2, whole disk
cD Decimal to hex, ASCII conversion
cE Erase disk (without new format)
cF Modify sector forward sector chain reference
cH Hex to decimal, ASCII conversion
cL Locate bad sector on drive OD
cN Modify sector file number reference
cO Select one-drive functions sutj-program
cP Print current Disk Map
cR RPM test drive OD
cS Special fHe copy, no directory reference from
source
cV VTOC update and repair, drive OD
cY Toggle Sure Response prompt enable
FA File binary load address headers to printer
FD Delete file
FF Select filename for all file functions
FL Lock tile
FM Show memory address load position in file
FO Relative Query
FR Rename file
FS fteiative Searcti
cB
BASIC
ROUTINES
FOR THE ATARI
Finally, a self-help system that cuts
through the stuffy technical jargon and
allows the user to learn effective
programming techniques fast! BASIC
ROUTINES FOR THE ATARI has been
written especially for ATARI 400 or 800
users who wish to write programs in
BASIC. This package comes complete
with an extensive manual and your
choice of a tape or disk which contains
all of the routines from the manual —
which means you'll be able to actually
see each of them in action on your
ATARI. Some of the BASIC routines
include joystick, sound, player missile
strings and much more — and presented
in a way that you'll quickly be able lo
learn and apply to your own programs.
If your programming ability lies
somewhere between beginning and
advanced, then look no further — BASIC
ROUTINES FOR THE ATARI is the
system for you.
BASIC ROUTINES book with 16K TAPE
051-0154 $24.95
BASIC ROUTINES book with 24K DISK
052-0154 $24.95
Published
by (O
1 COPYRIGHT 1962
dventuT^
I^iTEHNATlONAL
a subsidiary of Scott Adams, Inc.
BOX 3435 ' LONGWOOD, FL 32750 • (305) 830-8194
To order, see your local dealer. If he does not have the
program, then call
1 (800) 327-7172 (orders only please) or write for our free
catalog.
340
350
360
370
380
390
400
410
420
4 30
440
450
460
470
480
490
500
510
5 20
530
540
550
560
570
580
590
600
605
610
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7 50
760
770
780
790
800
810
820
,15, .l,.l, .1, .05, .05, ,0
PER FOOT OF CRA
DATA .2,
5, .05
REM AIR CHANGES
CK
DATA 39,74,52,24,32,33
REM READ WINDOW R VALUES
FOR F=l TO 3
FOR G=l TO 4
READ RW(G,F)
NEXT G,F
REM READ DOOR R VALUES
1=1 TO 4:READ D(I):NEXT I
READ FLOOR R VAL AND TEMP
FOR
REM
ORR
FOR
EXT
REM
FOR
REM
FOR
FOR
FOR
READ
1=1 TO 3: READ RF(I) , TC (I) :N
I
READ INSULATION R PER INCH
1=1 TO 5:READ IC(I):NEXT I
READ DUCT MULTIPLIERS
KD=1 TO 2
K=l TO 3
J=l TO 3
DM(KD,J,K)
NEXT J,K,KD
REM READ AIR CHANGES FOR INFILT
RATION
FOR 1=1 TO 2
FOR J=l TO 3
READ IW(I,J)
NEXT J, I
REM INSIDE DESIGN TEMPERATURE
IT=75:PK=1
GETA$ : IFA$=""THEN605
PRINT" {CLEAR} {DOWN}WINTER OUTSI
DE DESIGN TEMPERATURE";
INPUT OT
DT=IT-OT
GOSUB 1000
GOSUB
GOSUB
GOSUB
GOSUB
GOSUB
GOSUB
2000
3000
4000
5000
5200
6000
.REM
REM
REM
:REM
REM
REM
:REM
830 INPUT" {CLEAR} {02 DOWN}DO YOU WI
SH TO IMPROVE FLOOR"; AS
840 IF LEFT$ (A$,1)="Y" THEM GOSUB 5
000
850 INPUT" {CLEAR} {02 DOWN}DO YOU WI
SH TO IMPROVE DUCTS" ;A$
860 IF LEFT$ (A$,1)="Y*' THEN GOSUB 5
200
870 GOSUB 6000:REM REPORT RESULTS
880 Q2=TQ/DT
890 PRINT:PRINT"HIT RETURN TO GET S
AVINGS"
900 GET A$:IF A$="" THEN 900
910 GOSUB 7000:REM CALCULATE A YEAR
OF SAVINGS
999 END
1000 REM WINDOW SUBROUTINE
1010 I=1:IF PK>1 THEN 1040
1020 PRINT" {CLEAR} {DOWN} HOW MANY DIF
FERENT TYPES OF WINDOWS";
1030 INPUT NX
1040 IX=1:CW=0:A(I)=0:Q(I} =0
1050 PRINT" {DOWN} ARE WINDOWS WEATHE
RSTRIPPED";
1060 INPUT WW$
1070 IF LEFT$ (WW$,1)="Y" THEN IX=2
1080 FOR J=l TO NX
1090 PRINT"SIZE";J: IF PK>1 THEN 1160
1100 PRINT"NUMBER OF WINDOWS";
1110 INPUT NW
1120 PRINT"SIZE OF WINDOWS (H,W) FT"
WINDOWS
DOORS
WALLS
CEILING
FLOOR
DUCTS
REPORT RESULTS
Q1=TQ/DT
PRINT" {DOWN}DO YOU WISH TO MAKE
IMPROVEMENTS?"
GET A$:IF A$="" THEN 730
PK=2:IF A$="N" THEN 999
INPUT" {CLEAR} {02 D0WN}D0 YOU WI
SH TO IMPROVE WINDOWS" ;A$
IP LEFT$ (A$,1)="Y" THEN GOSUB 1
000
INPUT" {CLEAR} {02 D0WN}D0 YOU WI
SH TO IMPROVE DOORS" ;A$
IF LEFT$ (A$,1)="Y" THEN GOSUB 2
000
INPUT" {CLEAR} {02 D0WN}D0 YOU WI
SH TO IMPROVE WALLS" ;A$
IF LEFT$ (A$,1)="Y" THEN GOSUB 3
000
INPUT" {CLEAR} {02 D0WN}D0 YOU WI
SH TO IMPROVE CEILING" ;A$
IF LEFT$CA$,1)="Y" THEN GOSUB 4000
1130
1140
1150
1160
1170
1180
1190
1200
1210
INPUT H,W
S{J)=H*W*NW
CW=CW+(H+W) *NW
A(I)=A(I)+S(J)
PRINT"TYPE OF WINDOWS"
PRINT" 1. SINGLE GLASS"
PRINT" 2. SINGLE + STORM"
PRINT" 3. DOUBLE PANE"
PRINT" 4. TRIPLE {DOUBLE + ST
ORM) "
1220 INPUT G
1230 PRINT"TYPE OF WINDOW FRAME"
1240 PRINT" 1. WOOD"
1250 PRINT" 2. METAL OR JALOUSE"
1260 PRINT" 3. FIXED"
1270 INPUT F
1280 RM=RW(G,F)
1290 Q(I)=Q(I)+S(J)*DT/RM
1300 R(I)=RM
1310 PRINT" {CLEAR} {DOWN}";
1320 NEXT J
1330 IN(I)=0.018*DT*IW(IX,F)*CW
1340 RETURN
2000 REM DOORS SUBROUTINE
2010 I=2:IF PK>1 THEN 2080
2020 PRINT" {CLEAR} {DOWN}NUMBER OF DO
ORS";
2030
2040
2050
2060
207 0
INPUT N
PRINT"SIZE
INPUT H,W
A(I)=H*W*N
CD=(H+W) *N
OF DOORS (H,W) FT'
92 COMPint! Jonuacv.waa
tINI
Sometimes
Only Words
Will Do
£UU!
%
±± Too-t iT-jS
I ai m tjji" i '
o n m^ V I O ,
Ciait-i 'HE. c: 1 s. 1 ml
l-i i ^ i> ujn a n sd If
l=incl I tp^r
^^ ^ *^ *=* o n ^
WOROer^AFT. . .A First! V\ford Processing for VIC 20
Never be at a loss for words again!
Expressing yourself is easier, faster, and
less expensive than ever before . . . thanks to Wordcraft
20© from United Microware. Wordcraft 20® has all
the features found on bigger systems costing a lot
more — all the features you'll need to prepare "piaure-
perfea" documents, letters, personalized mailers, lists,
and many other projects that have you juggling
words.
Wordcraft 20© is easy to use; it won't conftjse
you. Your words will appear on the screen just as
you've written them. This fully featured system lets
you do w}^,atyou need to do . . . change a charaaer, a
word, or an entire block of copy . . . arrange and
rearrange the text ... set the tabs and margins . . .
adjust the line lengths . . . move the copy up and
down, left or right, so you see every word on the
screen . . . before you print. Wordcraft 20© gives you
personal word processing with professional results.
Plug Wordcraft 20© into your VIC® today ... see for
yourselfjust what words will do. Available exclusively
from your local UMI dealer.
United Microware Industries, Inc.
3503-C Temple Avenue
Pomona, CA 91768
(7141 594-1351
Commodore and VIC 20 are registered trademarks of Commodore Bustrness
Machines. Inc. Wordcraft 20© copyright held try PL Dowson.
2080 PRINT" {DOWNlTYPE OF DOORS"
2 090 PRINT" 1. WOOD"
2100 PRINT" 2. WOOD + STORM"
2110 PRINT" 3. METAL URETHANE CORE
n
2120 PRINT" 4. METAL POLYSTYRENE C
ORE"
2130 INPUT T
2140 R(I)=D{T)
2150 QCI)=A(I)*DT/R(I)
2160 DW=138
2170 PRINT" {DOWN}ARE DOORS WEATHERST
RIPPED";
2180 INPUT DW$
2190 IF LEFTS (DW$,1)="Y" THEN DW=69
2200 IN(I) =0.018*DT*DW*CD
2210 RETURN
3000 REM WALLS SUBROUTINE
3010 I=3:HO=.17:HI=.68
3020 PRINT" {CLEAR} {DOWN}TYPE OF WALL
CONSTRUCTION"
3030 PRINT" {DOWN} 1. BRICK VENEER"
3040 PRINT " 2. STONE"
3050 PRINT " 3. WOOD SHINGLES"
3060 PRINT " 4. STUCCO"
3 070 PRINT " 5. MASONRY BLOCK"
3080 PRINT " 6. LOG"
3090 PRINT " 7. OTHER:"
3100 PRINT " ENTER CALCULATED R
VALUE DIRECTLY"
3110 PRINT " WHEN ASKED FOR INS
ULATION R VALUE"
3120 INPUT TY
3130 ON TY GOTO 3140,3150,3160,3170,
3180,3190,3200
3140 RM=.2*3.5:GOTO 3210:REM BRICK
3150 RM=„08*5: GOTO 3210:REM STONE
3160 RM=.87: GOTO 3210:REM WOOD
3170 RM=.2*2: GOTO 3210:REM STUCCO
3180 RM=2: GOTO 3210:REM MASONR
Y
3190 RM=1.25*8:GOTO 3210:REM LOG
3200 RM=0:REM OTHER
3210 PRINT" FOR LIST OF R VALUES F
OR INSULATION"
3220 PRINT" ENTER -1 FOR INSULATIO
N R VALUE"
3230 PRINT" INSULATION R VALUE";
3240 INPUT RI
3250 IF RK0 THEN G0SU6 3500:GOTO 32
30
3260 R{I)=HO+RM+RI+HI:IF PK>1 THEN 3
340
3270 PRINT"HOW MANY STORIES IN HOUSE
3280 INPUT NT
3290 PRINT"WHAT IS THE CEILING HEIGH
T (FT)";
3300 INPUT CH
3310 PRINT"WHAT IS TOTAL PERIMETER (
FT) " ;
3320 INPUT P
3330 A(I)=NT*CH*P-A(1)-A(2)
3340 Q(I)=A(I)*DT/R{I)
9i COMPUR! Januatv.WSa
3 350 RETURN
3500 REM LIST OF INSULATION R VALUES
3510 PRINT" {CLEAR} {DOWN} LIST OP INSU
LATION R VALUES, WALLS"
3520 PRINT" {DOWN} NO INSULATI
ON (AIR) = .94"
3530 PRINT" BATT INSULATION IN WA
LL = 11"
3540 PRINT" HALF INCH ASPHALT BOA
RD = 2.4
3550 PRINT" 1/2 IN GYPSUM OR PLAST
ER = 1.39
3560 PRINT" 1/4 IN WOOD FIBER BOA
RD =1.12
3570 PRINT" FIR OR PINE SHEATHI
fJG = 1.92
3580 PRINT" 3/4 IN PLYWOOD PANE
LS = 1.88
3590 PRINT" 1/2 IN PLYWO
OD = 1.57
3600 ERINT:PRINT
3610 RETURN
4000 REM CEILING ROUTINE
4010 1=4
4020 HI=.61:HO=.61:IF PK>1 THEN 4060
4030 PRINT" {CLEAR} {DOWN}WHAT IS TOTA
L CEILING AREA"
4040 PRINT"OF THE HOUSE";
4050 INPUT A(I)
4060 PRINT" HOW MANY INCHES OP INSULA
TION IN CEILING";
4070 INPUT CI
4080 PRINT"TYPE OF INSULATING MATERI
AL"
4090 PRINT" {DOWN} 1. FIBERGLASS"
4100 PRINT " 2. MINERAL WOOL"
4110 PRINT " 3. VERMICULITE OR PERL
ITE"
4120 PRINT " 4. CELLULOSE FIBER"
4130 PRINT " 5. U-P POAM{DOWN}"
4140 INPUT T
4150 RM=CI*IC(T)
4160 R(I)=HO+RM+HI
4170 Q(I)=A(I) *DT/R(I)
418 0 RETURN
5000 REM FLOOR ROUTINE
5010 I=5:IF PK>1 THEN 5040
5020 PRINT" {CLEAR} {DOWN}WHAT IS TOTA
L FLOOR AREA";
5030 INPUT A(I)
5040 PRINT"HOW MANY INS OF INSULATIO
N IN FLOOR";
5050 INPUT FI:IF PK>1 THEN 5110
5060 PRINT"TYPE OF FOUNDATION"
5070 PRINT" 1. OPEN CRAWLSPACE"
5080 PRINT" 2. ENCLOSED CRAWLSPACE
OR BASEMENT"
5090 PRINT" 3. CONCRETE SLAB"
5100 INPUT TF
5110 R(I)=H0+FI*3.1+RF(TF)+HI
5120 Q(I)=A(I)*{DT-TCCTF) )/R(I)
5130 RETURN
5200 REM DUCTS
5210 DI=.l
f %4^qcirnm( lO I
GEMINI-
FOR PRINTER VALUE THAT'S
OUT OF THIS WORLD
7/r,^i-"',-»^-j:aa-c.'£->.rr''^>j«faflfat>>w&'.<
Over thirty years of down-to-earth experi-
ence as a precision parts manufacturer has
enabled Star to produce the Gemini series
of dot matrix printers— a stellar combina-
tion of printer quality, ffexibiiity, and reliabil-
ity. And for a list price of nearly 25% less
than the best selling competitor.
The Gemini 10 has a 10" carriage and
the Gemini 15 a 15V2" carriage. Plus, the
Gemini 15 has the added capability of a bot-
tom paper feed. In both models, Gemini
quality means a print speed of 100 cps, high-
resolution bit image and block graphics,
and extra fast forms feed.
Gemini's flexibility is embodied in
its diverse specialized printing ~ ~
capabilities such as super/
sub script, underlining, back- '
spacing, double strike mode
and emphasized print mode. An-
other extraordinary standard micron
feature is a 2.3K buffer. An additional 4K
is optional. That's twice the memory of lead-
ing, comparable printers. And Gemini is
compatible with most software packages
that support the leading printers.
Gemini reliability is more than just a
promise. It's as concrete as a 180 day war-
ranty (90 days for ribbon and print head), a
mean time between failure rate of 5 million
lines, a print head life of over 100 million
characters, and a 100% duty cycle that
allows the Gemini to print continuously.
Plus, prompt, nationwide service Is readily
available.
So if you're looking for an incredibly
A high-quality, low-cost printer
1^ that's out of this world, look
J?^ to the manufacturer with its
feet on the ground — Star and
® the Gemini 10, Gemini 15 dot
amary stanaara micronics > inc matrix printers.
MAKING A NAME FOR OURSELVES
1120 Empire Central Place, Suite 216, Dallas, TX 75247
For more information, please call Bob Hazzard, Vice President, at (214) 631-8560.
5220 IF TF=3 THEN KD=3:RETURN
5 230 PRIMT"{D0WN}IS YOUR DUCTWORK IN
SULATED";
5240 INPUT D$:IF PK>1 THEN 5310
5250 PRINT" {DOWNlLOCATION OF HEAT DU
CTS:"
5260 PRINT" 1. ATTIC OR CRAWLSPAC
E"
5270 PRINT" 2. UNCONDITIONED BASE
MENT"
5280 PRINT" 3. IN SLAB FLOOR"
5290 PRINT" 4. INSIDE CONDITIONED
SPACE"
5300 INPUT KD
5310 RETURN
6000 REM WRITE A REPORT
6010 PRINT" {CLEAR} ", "HEAT LOSS EVALU
ATION"
6020 PRINT:PRINT:TQ=0
6030 PRINT" ITEM"," AREA"," R-VALUE"
, "HEAT LOSS"
6040 PRINT ," SQ.FT.",," BTU/HR":PRI
NT
6050 FOR 1=1 TO 5
6060 A(I) =INT(A(I) *100+.5)/100
6070 R(I)=INT(R(I) *100+.5)/100
6 080 Q(I)=INT(Q(I)+.5)
6090 PRINT N$(I) ,A(I) ,RCI) ,Q(I)
6100 TA=TA+A{I) :TQ=TQ+Q(I)
6110 NEXT I
6120 REM PRINT INFILTRATION LOSS
6130 PRINT"INFILTRATION" , ,INT( {IN(1)
+IN(2))/2+.5)
6140 TQ=TQ+ (IN(1)+IN(2) )/2
6150 REM CALCULATE DUCT LOSS
6160 X=TQ/(A(5)*CH*NT) :J = 3:K=3
6170 IF X<45 THEN K=2
6180 IF X<35 THEN K=l
6190 DI=.15+.05*(3-Kl
6200 IP LEFT$ (D$,1)=^"N" AND KD<2 THE
N 6240
6205 IF KD>2 THEN DI=0:GOTO 6240
6210 IF 0T<15 THEN J=2
6220 IF OT<0 THEN J=l
6230 DI=DM(KD,J,K)
6240 PRINT"DUCT LOSS" , , , INT (DI*TQ+. 5)
6250 TQ=TQ+TQ*DI
6260 PRINT ,"@@@@@@@@",,"@@@@@@@@"
6270 PRINT" TOTAL" ,INT(TA) , ,INT{TQ)
6280 PRINT:PRINT
6290 PRINT"DESIGN CONDITIONS:"
6300 PRINT" OUTSIDE DESIGN TEMP";0
T
6310 PRINT" INSIDE DESIGN TEMP"; I
T
6320 PRINT"TEMPERATURE DIFFERENCE" ; D
T
6330 RETURN
7000 REM FIND SAVINGS USING DEGREE-D
AYS
7010 00=^2961 :DD$^"ATLANTA GA"
7012 E1=INT(Q1*DD*24)
7014 E2=INT{Q2*DD*24)
7030 PRINT" {CLEARlTYPE OF HEATING FU
EL USED"
7040 PRINT" 1. ELECTRICITY"
7 050 PRINT" 2. NATURAL GAS"
7060 PRINT" 3. FUEL OIL"
7070 INPUT PT:PC=.55
7080 ON FT GOTO 7100,7200,7300
7090 GOTO 7030
7100 REM ELECTRICITY
7110 PRINT"IS HEATING UNIT A HEAT PU
MP";
7120 INPUT HP$:ER=3413
7130 IF LEFT$(HP$,1) <>"Y" THEN 7150
7140 INPUT"ENTER EER OF HEAT PUMP";E
R:ER=ER*1000
7150 INPUT" AVERAGE $ COST PER KWH" ; C
0:FU$="KWH"
7160 El=INT(El/ER+.5)
7165 M1=E1*C0
7170 E2=INT(E2/ER+.5)
7175 M2=E2*C0
7180 MS=M1-M2
7190 GOTO 7400
7 200 REM NATURAL GAS
7210 INPUT"AVERAGE $ COST PER THERM ~
OF NATURAL GAS"; CO
7220 El=INT(El/(103000*PCJ+.5)
7225 M1=E1*C0
7230 E2=INT(E2/C103000*PC)+.5)
7235 M2=E2*CO
7240 MS=M1-M2
7250 FU$="THERMS":GOTO 7400
7300 REM FUEL OIL
7310 INPUT"AVERAGE $ COST PER GALLON
OF FUEL OIL"; CO
7320 El=INT(El/(138000*PC)+.5)
7325 M1=E1*C0
7330 E2=INT(E2/(138000*PC)+.5)
7335 M2=E2*CO
7 340 MS=M1-M2:FU$="GALL0NS"
7400 REM GIVE RESULTS
7410 M1=INT(M1*100)/100
7420 M2=INTCM2*100)/100
7430 MS=INT(MS*100)/100
7440 INPUT" {DOWN} TOTAL $ COST OF YOU
R IMPROVEMENTS"; CI
7450 PB=INT{CI/MS*1000)/1000
7460 REM REPORT SAVINGS AND PAYBACK
7470 PRINT" {CLEAR}", "ANALYSIS OF IMP
ROVEMENTS"
7480 PRINT:PRINT
7490 PRINT, , "ENERGY NEEDED"
7 500 PRINT"ORIGINAL HOUSE" , El ; FU$
7 510 PRINT" IMPROVED HOUSE" , E2 ; FU$
7 520 PRINT,, "@@@@@@@@@"
7530 PRINT, "SAVINGS" ,E1-E2;FU$
7540 PRINT
7550 PRINT, ,"OPER. COSTS"
7560 PRINT"ORIGINAL HOUSE" ,"$"; Ml
7570 PRINT"IMPROVED HOUSE" ,"$"; M2
7580 PRINT, ,"@@@@@g@@@"
7 590 PRINT, "SAVINGS", "$"; MS
7600 PRINT: PRINT, "PAYBACK" ,PB; "YEARS
n
7610 PRINT:PRINT
96 COMPUTEI ,lanuarv.1983
7620 PRINT"ABOVE IS BASED ON ONE YEA
R OF OPERATION"
7 630 PRINT" IN " ; DD$
7640 RETURN
8000 REM DRAW HOUSE
8 010 PRINTCHR$(14 2) : PRINT: PRINT: PRIN
T
8020 PRINTSPC(8) ;" j_i"
8030 PRINTSPC(8) ;" (REV}1 _{
OFF}"
8040 PRINTSPC(8) ; "T , ;,,•,;,;, ;Y
8050 PRINTSPC(8) ;"T<><><><><>*{REV}
_{OFF}''
8060 PRINTSPCfS^ ;"T.;.;,;,;,;Y,""";Y
n
8070 PRINTSPC(B) ;"T<><>{REV} 1 {OFFll<
><>Y{REV} 1 {OFF}_!_Y"
8080~PRINTSPC (7) ;"##########*###»###
111"
8090 RETURN
Program 2:
Make these changes in Program 1 for the Apple II.
lOO HOME i VTAB 2: PRINT " HOME
ENERGY PROGRAM"
3510 HOME : PRINT "LIST OF INSUL
ATION R VALUES, WALLS"
3520 PRINT : PRINT " NO INS
ULATIDN
4030 HOME : PRINT "WHAT IS TOTAL
CEILING AREA
4090 PRINT : PRINT " 1. FIBERGL
ASS
4130 PRINT : PRINT " 5. U-F FOA
M": PRINT
5020 HOME : PRINT "WHAT IS TOTAL
FLOOR AREA?";
5230 PRINT s PRINT "IS YOUR DUCT
WORK INSULATED?";
5250 PRINT "LOCATION OF HEAT DUC
TS:
6010 HOME : PRINT "HEAT LOSS EVA
LUATION"
7440 PRINT : INPUT "TOTAL * COST
OF YOUR IMPROVEMENTS"; CI
7470 HOME : PRINT "ANALYSIS OF I
MPRDVEMENTS"
7520 PRINT ,," "
7580 PRINT ,," "
aOOO RETURN
8010 - B090" DELETE"
Program 3: Atari Version
too POKE 82,0:PRINT "<:CLEAR>£2 DOWN}
HOME ENERGY PROGRAM"
110 PRINT :PRINT
150 QOSUB 8000
170 OPEN #1 , 4, O, "K: "
180 DIM A (6) , D (6) , R £6) , RW (4, 3) , D (4) , I
W (2, 3) , S < 10)
190 DIM RF (3> , TC (3) ,N* <5*10) , IC (5) , DM
<2, 15> , IN (2) , ft* ( 1 ) , NL (5)
191 DIM WW« ( I ) , DWS < 1 ) , D« ( 1 ) , DD* (20) , H
P* ( 1) , FU* ( 10>
200 REM WINDOW R VALUES
210 DATA 1,01,2.22,1,815,3.155
220 DATA .909,1.667,1.437.2.137
230
240
250
260
270
280
290
300
310
315
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
4 70
480
490
50 0
510
520
530
540
550
560
570
580
590
600
601
605
610
620
630
64 O
650
660
670
680
690
700
710
720
730
740
750
760
770
780
790
DATA .909,2,1.724,2.564
REM DOOR R VALUES
DATA . 41 , . 75, . 95, 1 . 1
REM FLOOR R VALUES AND TEMP CORR
DATA 3.2,0,3.2,30,1.23,0
REM CEILING INSULATION R PER INCH
DATA 3.5,3,2.5,4.5,5.5
N« < 1 > = "WINDOWS" : N* ( 1 1 ) ="DODRS" : N*
<21 ) ="WALLS"
N*<31)="CEILING":NS(41) =" FLOOR «"
NL ( 1 ) =7: NL (2>=5:NL (3)=5:NLC4>=6: N
L (5) =7
REM DUCT MULTIPLIERS
DATA .2, .15,,!, .15,-1, .05,.!,. 05,
. 05
DATA .2, . 15, . 1 , . 1 , . 1 , .OS, .05, . 05,
. 05
REM AIR CHANGES PER FOOT OF CRACK
DATA 39,74,52,24,32,33
REM READ WINDOW R VALUES
FOR F=l TD 3
FOR 6=1 TD 4
READ TEMP: RW <G, F) =TEMP
NEXT G:NEXT F
REM READ DOOR R VALUES
FOR 1=1 TD 4:READ TEMP : D ( I ) =TEMP :
NEXT I
REM READ FLOOR R VAL AND TEMP COR
R
FOR 1=1 TD 3:READ TEMP : RF ( I ) =TEMP
;READ TEMP: TC ( I ) =TEMP: NEXT I
REM READ INSULATION R PER INCH
FOR 1=1 TD 5:READ TEMP : I C ( I ) =TEMP
:NEXT I
REM READ DUCT MULTIPLIERS
FDR KD=1 TO 2
FDR K=l TD 3
FOR J=l TD 3
READ TEMP: DM (KD, J+K*4) =TEMP
NEXT J;NEXT K:NEXT KD
REM READ AIR CHANGES FOR INFILTRA
TIDN
FOR 1=1 TD 2
FOR J=l TO 3
READ TEMP: IW ( I , J)=TEMP
NEXT J:NEXT I
REM INSIDE DESIGN TEMPERATURE
IT=75:PK=1
? ;? :7 "Press l:i^<li:]: to begin:";
GET *
PRINT
E DES
INPUT
DT=IT
GOSUB
GOSUB
Gosue
GOSUB
GOSUB
GOSUB
GOSUB
Q1=TQ
PRINT
EMENT
GET #
K = 2: I
PRINT
TO I
IF A*
PRINT
TO I
IF A*
PRINT
1,A
" fCL
IGN T
OT
-OT
lOOO
2 GOO
3000
4 00 0
5000
5200
6000
/DT
"DO
S?: ";
1 , A: A
F A* =
" CCL
MPRDV
= " V ■■
" <:CL
MPROV
tCL
EAR> fD0WN3 WINTER
EMPERATURE" ;
OUTSID
:REM WINDOWS
:REM DOORS
:REM WALLS
:REM CEILING
:REM FLOOR
:REM DUCTS
:REM REPORT RESULTS
YOU WISH TO MAKE IMPROV
«=CHR* (A)
"N" THEN 999
EARJ<:2 DOWN>DO YOU WISH
E WINDOWS" ;: INPUT A«
THEN GOSUB 1000
EARJ<:2 DOWNJDO YOU WISH
E DDORS" ; : INPUT A*
THEN GOSUB 2000
EAR>C2 DOWNJDO YOU WISH
Januaiv,19B3 COHPUHI 97
800
810
820
830
840
S50
S60
870
880
890
900
910
999
1000
lOlO
1020
1030
104 0
1050
1060
1070
1080
1090
llOO
1110
1120
1 130
1 140
1 150
1 160
1 170
1 180
1 190
1200
1210
1220
1230
1240
1250
1260
1270
1250
1290
1300
1310
1320
1330
1340
2000
2010
2020
203O
2040
20S0
2060
2070
2080
2090
TD IMPROVE WALLS" ;: INPUT A«
IF A*="y" THEN GDSUB 3000
PRINT "<:CLEAR>C2 DQWN>DD YOU WISH
TD IMPROVE CEILING" ;: INPUT A*
IF ftt=..y.. THEN eOSUB 4000
PRINT "<:CLEAR><:2 DOWN>Da YOU WISH
TO IMPROVE FLOOR"; ; INPUT A*
IF ft«="Y" THEN GDSUB 5000
PRINT "<:CLEAR>{2 DDWN>DO YOU WISH
TO IMPROVE DUCTS" ;: INPUT A*
IF A«="Y" THEN GOSUB 5200
GOSUB 6000: REM REPORT RESULTS
Q2=TQ/DT
PRINT :PRINT "HIT RETURN TD GET S
AVIN6S"
GET #1 , A
GOSUB 7000: REM CALCULATE A YEAR O
F SAVINGS
END
REM WINDOW SUBROUTINE
1=1: IF PK>1 THEN 1040
PRINT " <:CLEAR> tDOWNlHOW MANY DIF
FERENT TYPES OF WINDOWS";
INPUT NX
IX=1:CW=0:A<I)=0:Q(I)=0
PRINT ■'CDOWN> ARE WINDOWS WEATHE
RSTRIPPED" ;
INPUT WW*
IF WW*="Y" THEN IX=2
FOR J=l TO NX
PRINT "SIZE ";J:IF PK>1 THEN 116
0
PRINT "NUMBER DF WINDOWS";
INPUT NW
PRINT "SIZE OF WINDOWS (H,W) FT"
INPUT H,W
S (J)=H«W»NW
CW=CW+<H+W) «NW
A ( I ) =A ( I ) +S ( J)
PRINT "TYPE OF WINDOWS"
PRINT "{3 spaces:!. SINGLE GLASS
2100 PRINT "<3 SPACES32. WOOD + STORM
PRINT
RM"
PRINT
PRINT
LE + S
INPUT
PRINT
PRINT
PRINT
DUSE"
PRINT
INPUT
RM=RW<
D< I > =Q
R ( I ) =R
PRINT
NEXT J
IN ( I ) =
RETURN
REM DO
1=2: IF
PRINT
ORS" ;
INPUT
PRINT
INPUT
A ( I > =H
CD= (H-t-
PRINT
PRINT
"f3 SPACESJ2, SINGLE + STO
"C3 SPACES>3. DOUBLE PANE"
"<:3 SPACES>4. TRIPLE ( DOUE
TORM) "
G
"TYPE OF WINDOW FRAME"
" iZ spaces:!. WOOD"
"{3 SPACES>2. METAL OR JAL
"C3 SPACES>3. FIXED"
F
6, F)
( I ) +S (J) *DT/RM
M
" {CLEAR> <DOWN} " ;
0.01S.*DT»IW(IX,F)«CW
ORS SUBROUTINE
PK>1 THEN 2080
" fCLEARJ- tDOWN>NUMBER OF DO
N
"SIZE DF DOORS (H.W) FT";
H. W
*W*N
W) *N
"<:D0WN>TYPE OF DDORS"
"{3 SPACES>1. WOOD"
2110
2120
2130
2 140
2150
21 60
2170
2180
2190
2200
22 10
3000
30 10
3020
3030
PRINT "£3 SPACESJ3. METAL URETHA
NE CORE"
PRINT "{3 SPACES>4. METAL POLYST
YRENE CORE"
INPUT T
R < I ) =D ( T)
Q ( I ) =A ( I ) *DT/R ( I )
DW=13a
PRINT "CDOWNJARE DDORS WEATHERST
RIPPED" ;
INPUT DW*
IF DW*="Y" THEN DW=69
IN( I)=0.0 18*DTtDW*CD
RETURN
REM WALLS SUBROUTINE
1=3: H 0=0. 17:HI=0.6B
PRINT " tCLEAR} CDOWNJTYPE DF WALL
CONSTRUCTION"
PRINT "CDOWNltS SPACES! 1. BRICK
VENEER"
3040
PRINT
" {3
SPACESJ2.
STONE"
3050
PRINT
S"
PRINT
" {3
SPACES>3.
WOOD SHINGLE
30 60
" {3
SPACES>4.
STUCCO"
3070
PRINT
K"
PRINT
" {3
SPACES: 5.
MASONRY BLOC
3080
" <3
SPACES>6.
LOG"
3090
PRINT
" iZ
SPACES}?.
OTHER: "
3100
PRINT
•• ib
SPACES>ENTER CALCULATE
3110
31 20
3130
3140
3150
3160
3170
3180
3190
3200
32 lO
3220
3230
3240
32 50
3260
3270
3280
3290
3300
3310
3320
3330
3340
3350
3500
3510
3520
3530
DIRECTLY"
SPACE3>WHEM ASKED
R VALUE"
FOR
D R VALUE
PRINT " {6
INSULATION
INPUT TY
ON TY GOTO 3140,3150,3160,3170.3
180, 3190, 3200
RM=0. 2»3. 5; GOTO 3210:REM BRICK
RM=0. 08*5; GOTO 3210:REM STONE
RM=0.87:GDTD 3210:REM WOOD
RM=0. 2*2; GOTO 3210:REM STUCCO
RM = 2:G0TD 3210.-ReM MASONRY
RM=1 . 25«B: GOTO 3210;REM LOG
RM=0:REM OTHER
PRINT "{3 SPACESJFOR LIST DF R V
ALUES FOR INSULATION-
PRINT "<:3 SPACESJENTER -1 FOR IN
SULATION R VALUE"
PRINT "INSULATION R VALUE";
INPUT RI
IF RKO THEN GOSUB 3500:60T0 323
0
R < I ) =HO+RM+RI+HI : IF PK>1 THEN 33
4 0
PRINT "HOW MANY STORIES IN HOUSE
INPUT NT
PRINT "WHAT
T (FT>";
INPUT CH
PRINT "WHAT
FT) " ;
INPUT P
A (I > =NT«CH*P-A ( 1 )
Q<I )=A ( I) *DT/R C I >
IS THE CEILING HEI6H
IS TOTAL PERIMETER (
A (2)
RETURN
REM LIST OF INSULATION R VALUES
PRINT " {CLEAR} <:DDWN>LIST OF INSU
LATION R VALUES, WALLS"
PRINT "CDOWNJte SPACESJNO INSULA
TION (AIR> = .94"
PRINT "{4 SPACESJBATT INSULATION
IN WALL = 11"
9S COMMJTH JOnuarv.lPea
3540 PRINT " C4 SPACES>HALF INCH ASPHA
LT BOARD = 2.4"
3550 PRINT "CS SPACESJl/2 IN GYPSUM 0
R PLASTER = 1.39"
3560 PRINT "{4 SPACESJl/4 IN WOOD FIB
ER BOARD = 1.12"
3570 PRINT " £6 SPACES>FIR OR PINE SHE
ATHING = 1.92"
3580 PRINT "{6 SPACESJ3/4 IN PLYWOOD
PANELS = l.SB"
3590 PRINT "tl3 SPACESJl/2 IN PLYWOOD
= 1,57"
3600 PRINT :PRINT
3610 RETURN
4000 REM CEILING ROUTINE
4 O 1 O 1=4
4020 HI=0. 61 : H0=0. 61 : IF PK>I THEN 406
O
4030 PRINT " {CLEAR> tDOWNJWHAT IS TOTA
L CEILING AREA"
4040 PRINT "OF THE HOUSE";
4050 INPUT TEMP: A< I ) =TEMP
4060 PRINT "HOW MANY INCHES OF INSULA
TIDN IN CEILING";
4070 INPUT CI
4080 PRINT "TYPE OF INSULATING MATERI
AL"
4090 PRINT "CDOWNJ 1. FIBERGLASS"
4100 PRINT " 2. MINERAL WOOL"
4110 PRINT " 3. VERMICULITE OR PERLI
TE"
4120 PRINT " 4. CELLULOSE FIBER"
4130 PRINT " 5, U-F FOAMtDOWN}"
4140 INPUT T
41S0 RM=CI*IC(T)
4160 R< I ) =HO+RM+HI
4170 Q< I ) =A ( I ) *DT/R ( I )
4180 RETURN
5000 REM FLOOR ROUTINE
5010 1=5: IF PK>1 THEN 5040
5020 PRINT " {CLEAR><:DDWN>WHAT IS TOTA
L FLOOR AREA";
5030 INPUT TEMP: A < I ) =TEMP
5040 PRINT "HOW MANY ITEMS OF INSULAT
ION IN FLOOR";
5050 INPUT FI:IF PK>1 THEN 51 lO
5060 PRINT "TYPE OF FOUNDATION"
5070 PRINT " tS SPACES>1. OPEN CRAWLSP
ACE"
5080 PRINT "<:3 SPACESJ2. ENCLOSED CRA
WLSPACe OR BASEMENT"
5090 PRINT "<:3 SPACES>3. CONCRETE SLA
B"
5100 INPUT TF
5110 R < I ) =HO+FI »3. 1+RF <TF> +HI
5120 D ( I ) =A ( I ) t (DT-TC (TF) ) /R < I )
5130 RETURN
5200 REM DUCTS
5210 DI=0. 1
5220 IF TF=3 THEN KD=3: RETURN
5230 PRINT "tDOWNJIS YOUR DUCTWORK IN
SULATED";
5240 INPUT D«:IF PK>1 THEN 5310
5250 PRINT " fDOWN3 LOCATION OF HEAT DU
CTS: "
5260 PRINT "{4 SPACES> 1 . ATTIC OR CRA
WLSPACE"
5270 PRINT "<:4 SPACESJ2. UNCONDITIONE
D BASEMENT"
5280 PRINT "C4 SPACES:3. IN SLAB FLDO
R"
5290 PRINT "t4 SPACES>4. INSIDE CONDI
TIONED SPACE"
5300 INPUT KD
5310
6000
60JO
6020
6030
6040
6050
6O60
6070
60B0
6090
6100
61 10
6120
6130
6140
6150
6160
61 70
6180
6190
6200
6205
6210
6220
6230
6240
6250
6260
6270
6280
6290
6300
6310
6320
6330
7000
7010
7012
7014
7030
7040
7050
7060
7070
7080
7090
7100
7110
7 120
7 130
7 140
7150
7160
7165
7 170
7175
7180
RETURN
REM WRITE A REPORT
PRINT " <:CLEAR>" , "HEAT LOSS EVALU
ATION"
PRINT
PRINT
, "HEAT
PRINT
T
FOR 1 =
PRINT :TD=0
■ ITEM"," AREA'
LOSS"
" SQ.FT.",
R-VALUE"
BTU/HR":PRIN
iB R > " : ?
INT (TA) , ,
INT <TQ
1 TO 5
A(I) = INT(A<I) «lOO + 0.5) /I 00
R(I)=INT(R(I)*100+0.5)/100
Q (I )=INT (Q ( I ) +0. 5)
PRINT N* (I «10~9, < I-l ) »10+NL ( I ) ) ,
A(I),R<I),Q<I>
TA = TA + A < I ) :TQ = TD + G ( I )
NEXT I
REM PRINT INFILTRATION LOSS
PRINT "INFILTRATION" ,, INT < ( IN C 1 )
+IN<2) ) /2+0. 5)
TQ=TQ+(IN(l>+IN(2))/2
REM CALCULATE DUCT LOSS
X = TQ/ <A (5> «CH*NT) : J = 3: K = 3
IF X<45 THEN K=2
IF X<35 THEN K=l
D1=0, 15 + 0. 05« <3-K)
IF D*="N" AND KD<2 THEN 6240
IF KD>2 THEN DI=0:GOTO 6240
IF OT<15 THEN J=2
IF 0T<0 THEN J=i
DI=DM<KD, J+K*4)
PRINT "DUCT LOSS", ,, INT (DltTQ+O.
5)
TQ=TQ+TQ«DI
PRINT ,"C8 RJ
PRINT " TOTAL
)
PRINT
PRINT
PRINT
TEMP:
PRINT
EMP: "
PRINT
DT
RETURN
REM FIND
YS
DD=2961 : DD*="ATLANTA
E1 = INT CQ1«DD*24>
E2=INT (Q2»DDt24)
PRINT "tCLEAR>TYPE OF
EL USED"
PRINT " 1. ELECTRICITY"
PRINT " 2. NATURAL GAS"
PRINT " 3. FUEL OIL"
INPUT FT:PC=0.55
ON FT GOTO 7100,7200,7300
GOTO 7030
REM ELECTRICITY
PRINT "IS HEATING UNIT A HEAT PU
MP" ;
INPUT HP*:ER=3413
IF HP*<>"Y" THEN 7 150
PRINT "ENTER EER OF HEAT PUMP";:
INPUT ER: ER=ER*1000
PRINT "AVERAGE * COST PER KWH";:
INPUT CD:FU*="KWH"
E1=INT (El /ER+0. 5)
M1=E1 *C0
E2=INT (E2/ER+0.5)
M2=E2*CO
MS=M1-M2
"DESIGN CONDITIONS;"
"t3 SPftCESJOUTSIDE DESIGN
;0T
"{4 SPACES>INSIDE DESIGN T
IT
"TEMPERATURE DIFFERENCE:";
SAVINGS USING DEGREE-DA
GA*
HEATING FU
Januaiv.wea COMPUTEI 99
7190
7 200
72 10
7220
7225
7230
7235
7240
7250
7300
731 O
7320
7325
7330
7335
7340
7400
7410
7420
7430
7440
7450
7460
7470
7480
7490
7500
7510
7520
7530
7540
7550
7560
75.70
75B0
7590
7600
7610
7620
7630
7640
8000
801 O
8020
8030
8040
8050
8060
ao7o
8080
8090
GOTO 7400
REM NATURAL GAS
PRINT "AVERABE ♦ COST PER THERM
OF NATURAL 6ftS";; INPUT CO
E1=INT(E1/ <1 03000 «PC) +0, 5)
ril=El *CD
E2=INT (E2/ ( 10 3000*PC> +0.5)
M2=E2»CO
MS=M1-M2
FU*="THERMS" : GOTO 7400
REM FUEL OIL
PRINT "AVERAGE « COST PER GALLON
OF FUEL OIL";: INPUT CD
E1=INT(E1/ (138000*PC)+0.5)
M1=E1 *C0
E2=INT(E2/<1 38000KPC) +0. S)
M2=E2*Ca
MS=M1-M2: FU*=" GALLONS"
REM GIVE RESULTS
M1=INT (Ml « lOO) / 100
M2=INT(M2*100> /lOO
MS=INT (MS* 100> /lOO: IF MS=0 THEN
MS=1 . OE-05
PRINT " <:D0WN>TDTAL * COST OF YOU
R IMPROVEMENTS"; : INPUT CI
PB=INT(CI/MS«lo6o) /lOOO
REM REPORT SAVINGS AND PAYBACK-
PRINT "<CLEAR>
ROVEMENTS"
"ANALYSIS OF IMP
PRINT
PRINT
PRINT
U*
PRINT
U«
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
ARS"
PRINT
, "ENERGY
■ORIGINAL
NEEDED'
HOUSE '
IMPROVED HOUSE
El ;
E2:
" { 9 R : " ;
•SAVINGS'
.ei-e:
, , "OPER. COSTS"
"ORIGINAL HOUSE" , '
" IMPROVED HOUSE" , '
, , " { 9 R J " : ?
, "SAVINGS" , "*";MS
: PRINT . "PAYBACK '
FU*
: Ml
M2
FACTORY PRICING
IN STOCK!
IMMEDIATE DELIVERY!
S^^^"-""
,PB-. " YE
PRIN
PRIN
R OF
PRIN
RETU
REM
PRIN
POKE
POKE
POKE
to: <:
POKE
fL> <
POKE
<:o> f
POKE
<:y> {
CB> "
POKE
RETU
T :PRINT
T "ABOVE
OPERATI
T "IN " ;
RN
DRAW HOU
T SPRINT
85, 8: ?
85, 8: ?
85, S: ?
I : { O > { I >
85, 8: ?
K> {:l> <K>
85, 8: ?
I > <:o> <: I >
85,8:?
K> fL> fK>
85, 7: ?
RN
IS
ON"
DD«
SE
: PR
; " <:5
" { H J
" t V J
<.o: c
" cv>
CLX
" {:v>
fox:
" <:vj
CL> <:
BASED ON ONE YEA
INT :PRINT
SPACES> CI 3 <:o> "
no @ECI3^{J>"
<:i>CD}ci><:o><:ij
BJ "
<KJ {LJ {K>{L> CKJ
B; C5 aj;M*i><^J>'
<:i> CD> <i>fo> ci>
bjcijc4 u>{b>"
<:k>{l>{k>{l><:6s>
" < 2 I M > "
To receive additiono! information from
advertisers m ttiis issue, use the tiandy reader
service cards in the back of the magazine
100 COMPUTE! JonuOrv,»83
PLUS
• MPS 6550 RAM for PET
• MPS 6530-002, -003 for KIM-1
• MANUALS
• KIM-3 8K STATIC RAM
MEMORY BOARD
• KIM-4 MOTHERBOARD
• KIM PROMMBR
KIM-1 & 4 Compatible
Eprom Programmer
• KIMATH
Chips with Listing
• KIMEX-1 EXPANSION BOARD
KIM-1 Plugable PROM, Ram
and I/O Board
• RS-232 ADAPTER
For KIM-1
• POWER SUPPLIES
• KIM REPLACEMENT KEYPAD
STANDARD MICROSYSTEMS
• UARTs •FLOPPY DISC CONTROLLERS
• BAUD RATE GENERATORS •CRT CONTROLLERS
FALK-BAKER
ASSOCIATES
382 FPJANKLIN AVE. • NUTLEY. NEW JERSEY 07110
(201) 661-2430
WRITE OR CALL FOR CATALOG
Warehouse Automation
With Personal Computers
Timothy Stryker, Pompono Beoch, FL
While this is not a home application - it does demonstrate
the capabilities and sophistication of today's personal
compitters. This is the stor\/ ofhoio a Commodore 8032
runs a large warehouse.
Maybe you use your personal computer for bal-
ancing your checkbook, or maybe you use it
mainly for playing games. Maybe you even use it
to control your furnace or air conditioning system.
But did you ever use a personal computer to con-
trol a sophisticated industrial automated ware-
housing system? We did, and it worked out
great.
Today's personal computers are sometimes
belittled by professional engineers who feel that
any computer suitable for home use could not
possibly be appropriate for use in an industrial
environment. In many cases, they are right: some
personal computers are not designed, mechani-
cally, for a great deal of wear and tear, and others
have numerous games-related features that would
prove less than valuable in an industrial setting.
Some personal machines, however, are reliable
enough, both mechanically and electrically, not
ony to survive, but also to excel when used in
industry. The Commodore CBM 8032 is one such
machine.
The Project
Our customer originally started out with an
ancient (vintage 1974) automated warehousing
system based largely on hard-wired controls. The
system consisted of three automatic "cranes"
running along tracks in the floors of three separate
"aisles," one crane per aisle {see Figure 1).
Each crane could move horizontally up and
down its aisle, and had a "bed" that could be
moved vertically up and down a 20 foot "mast" to
reach packages at different heights (see Figure 2).
Packages were arrayed in racks on both the left
and the right face of each aisle, and each bed in-
corporated a "shuttle" which could move left and
right, energizing an electromagnet when neces-
sary to pull a package on board.
Each of the three cranes communicated, over
a 300-baud asynchronous link, with a single mas-
Figure 1: The Warehouse Layout
Motors,
etc.
Mast
Bed
Control
Pane!
Typical
Bins At
"Picking
Stations"
l>~-
The --
"HAT"
1 1
ter controller, which sent out commands to the
cranes to retrieve various packages, replace others,
and so forth. The packages being stored and re-
trieved contained bins of loose parts. The idea
was to fill orders for these loose parts by bringing
their respective bins to the front of the aisles,
where human "parts pickers" would extract the
appropriate parts and then send the bins back
into the racks until the next time they were
needed.
Our mission was to replace virtually all of the
electronic portions of this system with modern,
programmable equipment. This involved replac-
ing each of the hard-wired control systems in the
cranes with microprocessor-based hardware, as
well as coming up with a new master controller, a
so-called "Head-of- Aisle Terminal" (HAT).
The HAT would have to communicate with
jQnuQJV.1983 COMPUTf! 101
f jf/ij* Figure 2:
1/ 1; \ A crane, as seen
from the front of an
aisle, with) its bed
partway up its mast
each of the three
cranes, and would in
addition have to
communicate over a
r: JaWS"" |— m.^v.i«m 4800-baud "bisync"
M -'^mB- - — flMBP4H[ '^'^^ with the cus-
' tomer's remote IBM
mainframe. Simul-
taneouslv, it would
have to provide for
operator input of bin
requests, display of system status, diagnostics,
and the like.
We had had good results previously with a
Motorola 6800-based approach to the replacement
of the crane hardware, so this is what we used for
the cranes. When it came to replacing the HAT,
however, we were momentarily stumped. We
knew we wanted a CRT console for operator input,
and it had to be reliable. In addition, the computer
part of it had to be easy for us to program, and it
had to be fast.
We would need the ability to augment the
basic system with things like special-purpose syn-
chronous (bisync) communications hardware. We
considered the possibility of using an M6800 in an
EXOR-bus configuration, with a high-speed asyn-
chronous line going out to a semi-intelligent ter-
minal of some kind, but we realized that this
would tend both to bog down the display and to
overload the processor.
What we eventually settled on was, of course,
the CBM 8032. This fine personal computer com-
bines a 6502 processor, 32K of RAM, a couple of
spare 2532-compatible ROM sockets, and a com-
plete memory-mapped video driver circuit, in-
cluding the CRT tube itself, in a single enclosure.
One major advantage of the 8032, from my
standpoint, was that 1 could use it to write most
of the software needed in RPL, a language of my
own design that I had specifically optimized for
the development of high-speed, memory-critical
applications like this one. You may have seen
Robert Baker's review of RPL in the February 1982
issue of Microcomputing; everything he says in
that review is the gospel truth.
By using RPL, I could see that I would have
the luxury of writing virtually all of the code in
high-level terms, resorting to assembly language
only for extraordinarily time-critical functions
such as interrupt servicing, block POKEs to the
102 COMPUrei Jongorv.19S3
screen, and the like. In addition, the use of the
RPL Symbolic Debugger would allow me to test
and debug the software in record time, which,
since I was working on a fixed-price contract basis,
was important.
So, we cut our costs significantly by making
use of the machine we planned to sell as its own
development system. The fact that the video was
memory-mapped meant that updating of the dis-
play could proceed at processor speed, yielding
instant, random screen updating without any
interrupt overhead. The fact that the computer
and its display were integrated in a single cabinet
lessened the potential mechanical problems of
upset and breakage.
Also, the 8032's "memory expansion bus"
allowed us to augment the machine's built-in
capabilities with boards and other components of
our own design, physically located in a separate
enclosure. Figure 3 shows the external appearance
of the resulting HAT: sharp and professional look-
ing enough for the most discriminating of tastes.
Trials And Tribulations
No project of this magnitude, of course, is without
its share of problems. The first was that we would
need at least 8K of ROM space, thus consuming
the two spare 4K ROM sockets, for our control
software. Not only did this consume the available
Figure 3: Ttie hat
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Figure 4: 8032
Memory Map
0-$3FF
OP SYS
RAM
$400 - S7FFF
User
RAM
$8000 - $8FFF Video RAM
S9000 - SAFFF
User ROM Sockets
sockets, but, more importantly, it also con-
sumed (so we thought) the only remaining, non-
dedicated portion of the 8032's address space. As
shown in Figure 4, Commodore supplies the 8032
with 32K of user RAM occupying addresses 0
through S7FFF, the memory-mapped video dis-
play RAM from $8000 to $8FFF, and the main
operating system and BASIC interpreter ROMs
from $B000' through SFFFF.
Now, there is actually a little gap, running
from $E800 to $EFFF, which the 8032 decodes as
I/O space rather than ROM. It is in this range that
Commodore has placed
its PIAs ("Peripheral In- ^"^^^^^^^"^^^
terface Adapters", i.e.,
parallel I/O ports) and
VIAs ("Versatile Interface
Adapters", another flavor
of same) for communi-
cating with the outside
worlcl via keyboard, tapes,
the IEEE bus, etc.
What we did not real-
ize at first is that not all of
the address space up there
is consumed by Commo-
dore's built-in devices: in
particular, the range from
$EAOO up would appear to
be available for user use.
By the time we perceived
this, though, we had
already committed to a
bank-switched approach
involving the $CO00 ROM
{win/ it had to be the
$CdOO ROM is too compli-
cated to go into here).
In so doing, however, we ran afoul of another
little peculiarity of the 8032's design, which you
may need to know about if you attempt anything
like this yourself. This applies whether you use
the $EAOO area for I/O or not. What it is, is that
the 74LS244's (8-bit tri-state bus drivers) that
Commodore uses to bidirectionaily buffer the
memory expansion data bus are hard-wired to
point in the CPU-write direction for all memory
accesses to addresses SAGOO and above (for ad-
dresses in the $9000 to $9FFF range, interestingly
enough, this is jumper-selectable).
This leads to the disconcerting problem that,
whenever you try to read from anything above
$A000 on the memory expansion bus, the data
comes in as garbage because the bidirectional bus
drivers are stupidly driving the wrong way. Our
solution to this was to jumper the direction-control
inputs of the 74LS244's to a signal we generated
off-board which "knew" when a read to the ex-
pansion bus was occurring and inverted the drive
104 COMPUni Jonuaiv.1iJ83
SBOOO - SFFFF
Operating System
(BASIC) ROMs
$E800 - SEFFF
I/O Space
direction appropriately.
Another little quirk worth noting (forgive me
if I'm being overly technical here, but these little
insights will he worth about S2000 apiece to you if
you ever get involved in this sort of thing) is that
the R/W inputs to the ROMs in the 8032 are hard-
wired to V^.^., implying that you cannot expect a
ivrite to a ROM address to disable the ROM, or for
that matter to do anything reasonable at all.
Why would you want to write to ROM, you
may ask? Well, suppose you wanted to substitute
a 2532-compatible RAM chip for one of the ROMs,
for example? It won't work unless vou jumper the
socket's R/W line to the CPU's R/W line (and, of
course, cut the V^^ trace while you're at it). Re-
membering this can save you days of frenzy and
heartburn, when the time comes.
Once these problems were out of the way,
the rest of the project went fairly smoothly. Figure
5 shows what the display looked like during actual
operation. If you are a Commodore buff, you will
notice that some of the characters in the "Bisync
Communications Line" box are not part of the
standard Commodore character set - this was
achieved by substituting a custom 2532 EPROM
for the standard character generator chip in the
8032.
This is remarkably easy to do if your character
generator chip is socketed (some of the newer
ones, unfortunately, are not): you just pop out
the existing chip, copy it, with whatever changes
you like, into a 2532 (or, if you like, a 2716), and
pop the 2532 into the socket. We used a model
2704 PROM programmer/editor from Micro-Link,
Inc., of Carmel, Indiana, and found it easy as pie
and very satisfying at that.
Software Design
As you can see in Figure 5, our HAT has to keep
track of a fair number of things at once. In order
to make the system easy for operators to control, I
used the "soft-key" technique for input of com-
Figure 5: a Closeup of the hat's screen
-.:.: .
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OVER THREE HUNDRED IN USE ACROSS ONTARIO
Since September 1981 BATTERIES INCLUDED has been installing the ARBITER system in classrooms of Commodore BASIC 4.0
computers. The computers are connected to CBM Disk Drives and pnnters. All users have access to all disk drives and printers plus a host of
commands to make this system configuration really usable!
THE ARBITER 1 .4 SYSTEM IS READY TO GO!
FEATURES
1) Easy installation.
2) Uses no RAM or Utility Sockets.
3) Up to 32 computers in one system
4) System self initializes on power up.
5) Operation is completely transparent to the user.
6) Extended commands allow a friendly multi-user environment.
7) System design virtually eliminates interleaved printer output.
SPECIAL COMMANDS
f"S- Allows students to protect files witfi a five character password, A three character user ID is forced into the file name.
(<i L- Allows the students to load protected files if the password code is known.
LISTC-Used to produce program listings with a Commodore printer. Clumsy OPEN. CMD. LIST, PRINT*. CLOSE sequence not needed. It over-
comes the listing problems found on other multi-user hardware systems.
LISTP - Used to get program listings on systems which have an ASCII printer. The cursor control characters are expanded and displayed in brackets,
e.g. <home>
ALL FILE TYPES ARE SUPPORTED - During relative or sequential file access a delay has been built in so the computer will retain control of the system
until the file is closed.
TEACHER UTILITY-Autility is supplied on disk to allow the teacherto produce a hardcopy listing andoutputfrom any of the protected or unprotected
files selected. Once the files are chosen from the disk directory the teacher may do other tasks while the job is completed.
IF YOUR CLASSROOM WAS DESIGNED TO TEACH COMPUTER LITERACY OR
STRUCTURED BASIC THEN THIS SYSTEM WAS DESIGNED FOR YOU.
Arbiter and Arbiter 1 .4 are copyrights of Batteries Included.
Announcing . . . THE WHOLE PET CATALOG
A two year compendium of the Midrtite Software Gazette and other resources for
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The Whole PET Catalog contains:
• Over 500 independent reviews of commercial products.
• Over 700 education programs reviewed & organized by course.
• Over 200 reviews of free games.
• Information on over 1 ,800 free programs.
• Information about dozens of PET and VIC user groups.
• Many pages of tilnts and lieips for all Commodore users.
• "Commodore's Family Tree", by Jim Butterfield.
• Completely reorganized and greatly expanded edition.
• Typeset and printed full-size on bond paper.
• In all, 320 pages of useful information.
If you've seen Midnite before, directly or reprinted in theTorPET newsletter, here it is, complete in
one volume, completely reorganized for easy reference, and greatly expanded with new information
from members of the Toronto PET Users' Group.
"I still use my copy of The Best of the PET Gazette regularly. It was a
treasure trove of information, and a great bargain for $1 0 tfiree years ago. I
hope you'll feel the same way about my Whole PET Catalog someday.
Considering tfiat it's tfiree times as long, completely organized by topic,
printed on bond paper instead of newsprint, typeset instead of dot matrix
printed, bound instead of stapled, and still only $1 0, in spite of inflation, I'm
sure you will." —Jim Strasma, Contributing Editor, Micro
Whole PET
Catalog
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A B Computers
WRITE FOR CATALOG
Add S1 25 per order for shipping We pay balance ol UPS surface
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tiasis Regular prices sligtitiy higher Puces suDiecI to ctiange
mands. This unsung ht?ro of a technique, used by
Hewlett-Packard in much of their equipment,
will, I predict, become the standard command-
input technique oi the future. The idea behind it
is to combine the best features of menu-driven
operation with the best features of random-
command-driven operation by providing a set of
"soft-keys," which, in effect, present the operator
with a menu of the currently allowable command
options at all times.
Normally, a keyboard must be designed with
soft-key operation in mind in order to be so used,
but one can sometimes improvise. In the case
shown here, for example, the soft-keys are the
keys 1 through 9 in the 8032's numeric keypad.
The little block of legends in the k>wer right-hand
corner of the display can be thought of as appear-
ing directly on the keys themselves, and the only
difference between these legends and normal,
"hard" legends is that these legends chaiii^c once
you have hit a particular soft-key.
For example, if you hit the "enable" soft-key
on the HAT, the word "enable" is echoed onto
the bottom line of the "Text Area" shown to the
left, and the soft-key legends change to offer you
the option of enabling aisle one, aisle two, or aisle
three. When you select the aisle you want enabled,
your choice is echoed to the Text Area, and the
soft-key legends change again to tell you that the
only thing you can now do is to hit RETURN (or
CLEAR, in case you have changed your mind).
Once you hit RETURN, the command is ex-
ecuted, and the Text Area display scrolls up, re-
taining a record for you of what you did, in the
king's English. Very little possibility for confusion
here, especially when you consider that this ar-
rangement makes it pin/siailly impossible for you to
enter a command with invalid syntax!
A fair amount of "human-engineering" (that
always sounds to me like android design) also
went into the rest of the display shown in Figure
5. The "Bisync Communications Line" box acts as
a continuous windoiv onto the line connecting
the HAT with its remote IBM mainframe, so that
communications problems can be easily diagnosed
and corrected. Bytes received are displayed here
in normal field (green on black), while bytes
transmitted are displayed in reverse field.
Since the HAT is on a multi-drop, shared
communications line, it is "polled" in various
ways by a network controller. These polling se-
quences cause the little circles beside the legends
POLL, ACTIVATE, and DATA to light up from
time to time. This ability to easily simulate LEDs,
discrete scrolling windows, and so forth — as
though designing a real, mechanical front panel -
is one of the big advantages of a direct memory-
mapped video display. I made the most of it.
The upper part of the HAT display is devoted
106 COMMIIE! January, 1983
to system status, which is logically grouped by
aisle. A queue of pending bin requests is main-
tained for each side of each aisle, and bins cur-
rently active in each case are highlighted through
the use of reverse field. Aisle mode and status are
displayed in English, with highlighting where
appropriate.
These fields are all continuously updated in
realtime on the screen - the memory-mapped
video of the 8032 makes it possible to maintain a
high data rate to the lube with very little processor
overhead, while the graphics and reverse field
capabilities of the machine allow this information
to be organized and presented in a clear and
aesthetically pleasing way. The fact that the 8032's
display is a full 80 columns wide was certainly a
boon to us too, as you can see.
No static photograph can really give you an
adequate idea of what the HAT screen looks like
when the system is in operation. The bytes in the
bisync window are constantly whizzing around,
while the status fields for each of the aisles are
continually changing as the cranes go through
their paces. Meanwhile, the bin queues are con-
stantly filling up and emptying out, allowing you
to watch as each bin request gradually moves up
in sequence until it becomes current.
The little POLL, ACTIVATE, and DATA lights
blink on and off like mad. And, in spite of all this
activity, the operator can enter commands to add
new queue entries, purge old onc^, enable and
disable aisles, and so forth whene\'er he or she
likes, without regard to what else the system might
be doing at the time. Operating the HAT actually
has a lot in common with playing a realtime video
arcade game. It's (dare I say it?) actually fun.
Everybody's Happy
There is a good deal more to the HAT, and to the
system as a whole, than 1 have been able to address
here, but 1 hope that this has given you some feel
for what a personal computer is really capable of
when pressed to its limits. The HAT and its M6800-
controlled cranes have been in operation for sev-
eral months now and, so far, have run virtually
trouble-free. Oin* customer reports system
throughput on the order of double what it was
before, and his operators are happy because their
jobs are now easier and less confusing.
All of this makes my boss happy that we went
with the CBM 8032, and that makes me happy.
because I'm the one that talked him into it. I'm
also happy that I could use this project to demon-
strate the viability of RPL in a highly demanding
and cost-sensitive application. The next time
you're designing a process control system for
serious industrial use, think twice about the pos-
sibility of rounding it out with a "personal"
computer. ©
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J
VERSACALC
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TUTORIAL
UTILITIES
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Everything you always wanted to do' with Visicalc ,
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VERSACALC
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MOW YOU CAN:
SORT a Visicalc screen on any column,
ascendinq or descending; all related
formulas and labels are sorted too.
put the entire disk CATALOG on the
screen at once!
easily do Year-To-Date accumulations!
"pound" formulas to expose the full
formulas in place on the screen!'
append two Visicalc files''
print the contents of a /SS file!
print the contents of a /PF file!
AND our EASEL BINDER is so nice that
you will put .your other manual in it!
I
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If you use Visicalc" but you are
bumping into its limitations, then you
need Versacalc"! Versacalc runs within
Visicalc but uses no extra memory; in
fact, it effectively increases memory by
letting you call in modules from disk as
needed.
A Tutorial section makes clear such
features as ^LOOKUP, DIF, SNA, TERROR,
which are not well explained in the
Visicalc manual .
A Utilities section makes it easy to
create your own menu-driven modules which
condense hundreds of commands into four
keystrokes. You can build in sophist-
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value between certain limits?). Now It is
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FRIENDS OF THE TURTLE
David D Thornburg, Associate Editor
Turtle Graphics For The VIC
Judging from the amount of mail I have received
on this topic, there are thousands of VIC owners
who are waiting for the chance to see turtle
graphics on their computer. It was thus with ex-
citement that I viewed the chance to try the Turtle
Graphics program cartridge from HES.
This cartridge comes nicely packaged with a
thorough manual that contains both a tutorial
and a reference section. The cartridge contains an
8K byte program that loaded immediately when
the VIC was turned on. Since the program worked
on my vintage VIC from Japan, I'm sure it works
on every VIC ever made.
I have used this program for a month and am
quite ambivalent about it. As someone who uses
turtle graphics packages of all sizes and vintages
for a host of computers, I confess to having a pre-
defined set of expectations. In order to help you
assess my review, it is only fair that I list what I
feel are the important aspects of WSFN, Atari
PILOT, Apple SuperPILOT, Logo, and the Big
Track toy with a felt-tip pen attached to the back:
1. Turtle graphics is just that - a graphics
environment. It is capable of drawing con-
tinuous lines on a screen (or a sheet of
paper).
2. Turtle graphics is richlv endowed with
commands that allow the incremental move-
ment along a heading and the incremental
rotation of the heading by amounts whose
values can be stored in variables.
3. The highly interactive and experimental
nature of those who use turtle graphics most
effectively requires that graphics commands
and user-defined procedures be capable of
execution directly from the keyboard. A true
immediate mode is present in all my favorite
turtle systems - including the $40 Big Trak.
Unfortunately, the Turtle Graphics package
from HES fails all these tests - and I could have
made the list longer with the same result. My
biggest complaint is that this program does not
use the VIC graphics mode at all, but builds pic-
tures bv printing trails of characters on the 22
column by 23 row display screen. This restricts
one to very primitive pictures.
1D8 CtJMPUni .lanuary, 1983
This does not mean that the program isn't
useful. I feel that, under a new name, this program
can find tremendous application in another field,
but more on that later.
Structurally, the program is quite nice. It
contains its own line editor that performs some
error checking before accepting each line. The
language itself uses English language commands
that, in most cases, are instantly understood by
the user. For example, TURTLE COLOR RED
changes the turtle's color to red.
When the system is turned on, the user is
presented with a menu that allows the addition,
insertion, deletion and replacement of program
lines, the listing and printing of programs, and
the execution and tracing of programs. All aspects
of this menu driven system work well.
To get a feel for the language's syntax, let's
examine a simple program from the manual:
SCREEN COLOR YELLOW
BORDER COLOR PURPLE
TURTLE COLOR BLUE
PEN DOWN
TEXT HI THERE
PEN UP
CHARACTER TO +
TURTLE COLOR GREEN
MOVE TO 6-3
PEN DOWN
RIGHTS
DOWNS
LEFTS
UPS
STOP
The first three commands set colors. Any of the
standard VIC colors can be used. The turtle starts
with the pen up (unlike all the other turtle systems
with which I am familiar), so if vou want to see
something, you must remember to put the pen
down first. The TEXT command functions some-
what like the PILOT T: command in that it prints
whatever follows the command. It does not, how-
ever, allow you to print out the contents of vari-
ables, so it can't be used to print out the results of
calculations. Also, unfortunately, there is no
INPUT command to allow data to be entered inter-
actively during the execution of a program.
Apple* *
Franklin*
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'83
A COMPREHENSIVE PREPARATION
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1 . Diagnostic analysis
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3. Coverage of all SAT* sidils
4. Uniimitsd drill and praclice
5. SAT* Exam Qjestion simulator
e. All questions in SAT* formal and at
SAT* difficultv level
7. Instantaneous answers, explanations
and scaring for problems
e. Worl«sheet generation and parlormance
monitoring - (optional)
9. A compMe recwd management systsm-
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10. Systematic instruction in pertinent matt),
verbal & test taking sicills - (optional)
Krel's unique logical design pnmdes personal-
ized instruction for each student according to
individual needs.
Krell's College Board SAT* 81/82 Prep.
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more than 100 points by using sophis-
ticated drill & practice techniques alone.
This new series is much expanded and
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are now available to provide worksheet
generation, record management, and
systematic instruction in all math and
verbal areas tested by the SAT*.
All versions of Krell College Board SAT*
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explanations and instantaneous raw scor-
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APPLE. ATARI. COMMODORE, CP/M. IBM,
AND RADIO SHACK-
SWORD OF ZEDEK
Fight to overthrow Ra, The Master
of Evil. Treachery, deceit, and witch-
craft must be faced in your struggles
as you encounter wolves, dwarves,
elves, dragons, etc. Each of the
twelve treasures will enhance your
power by making you invisible,
invulnerable, etc. Each game is
unique in this spectacular and
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Atari* * Commodore*
* IBM* * TRS-80*
LOGO
©M.I.T. 1981
$99
NO FRILLS
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No Frills Turtle Price $99.00
LOGO
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FRILLS FOR LOGO / Support Pak for:
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4. Alice in Logoland Primer
5. Comprehensive wall chart
6. LOGO & Educational Computiny Journal
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Prim tllghtty hlghar outildB U.S.
TIME TRAVELER
Using the Time Machine, players
must face a challenging series of
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Athens of Pericles, Imperial Rome,
Nebuchadnezzar's Babylon,
Ikhnaton's Egypt, Jerusalem at the
time of the crucifixion. The
Crusades, Machiavelli's Italy, the
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War. Deal with Hitler's Third Reich,
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$24.95
Shelby
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Chess*
Shelby's Socrates Chess Tutorial
Series uses the latest Al techniques
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Instruction modules cover every
aspect at the game. For all micro's.
Call or write lor details.
Amazing Ben
The Royal Road to
Artificial Intelligence.
$79.95
Connections
A complete game system. Learn
the principles ot scientific reasoning
in your choice of game formats.
Expand minds at all ages. Subject
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Game System $99.95
Data Base, $24.95 per subject,
3 for $50
Isaac Newton + F.G. Newton
Perhaps the most lasclnallng and
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the players to assemble evidence and
discern the underlying "Laws ol
Nature". FULL GRAPHICS NEWTON
- presents all data in graphic form.
This game is suitable for children.
Players may select difficulty levels
challenging to the most skilled adults.
Both Games $49,95
Pythagoras and the Dragon
Mathematics in a fantasy game
conteitt. Baaed on THE SWORD OF
ZEDEK Introduces Pythagoras as a
mentor to the player when called on
for aid, Pythagoras poses math
questions and depending on the
speed and accuracy ot response,
confers secret information. With
Pythagoras as an ally, the quest to
overthrow Ra, The Master of Evil,
assumes a new dimension ot com-
plexity. Depending on the level chosen
problems range from arithmetic
through plane geometry. APPLE,
TRS-eO, PET, ATARI* 32K $39.95
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m
The command CHARACTER TO + tells the
turtle to leave a trail of + marks as it moves. It is
better to think of the turtle as carrying a rubber
stamp rather than a pen. As it moves, it stamps
images of characters on the screen. The command
MOVE TO 6-3 moves the turtle to the sixth column
and third row of the screen. The commands
RIGHT, DOWN, LEFT, UP move the turtle the
indicated number of spaces in the indicated direc-
tion. Note that RIGHT and LEFT are );of turn com-
mands. They shift the turtle to the right or left.
Movement is allowed to take place only along
columns or rows, and there is no command that
lets the turtle move incrementally along a
diagonal.
The user can create labeled procedures with
this system and can then invoke the procedures
with the USE command. Among other valuable
features, the user can have the program check to
see if a particular symbol is underneath the turtle.
This allows the creation of simple maze-following
programs, and is quite valuable.
The conditional branching command, IF, is
quite non-standard in its use. Consider this ex-
ample from the manual:
IF(X>2)
SCREEN COLOR BLUE
JUMP DONE
LABEL FALSE
SCREEN COLOR RED
LABEL DONE
If the value of X is greater than 2, then the com-
mands immediatelv following the IF command
will be executed. If it is false, execution branches
to the next label. I would guess that the reason
this was done was to make sure that each program
hne did only one thing. The IF command then
starts to look like the Logo TEST command. I
would have been happier if HES had used TEST,
IFT and IFF, as does TI Logo. The present con-
struction is quite convoluted and cumbersome, in
my opinion.
While no fault of HES, the aspect ratio of the
display screen makes any accurate correspon-
dence between a procedure and a drawn figure
hard to detect. Suppose, for example, that a child
draws a square on a sheet of paper and then trans-
lates this square to the procedure:
LABEL SQUARE
RIGHT 10
DOWN 10
LEFT 10
UP 10
ROUTINE END
When this procedure is executed, a wide
rectangle will be drawn on the screen. The proce-
dure should give a square, but the aspect ratio of
110 COMPUni Janyorv.1983
the VIC's character screen will never let you plot
a square with this procedure. Does this adversely
affect the child's understanding of programming?
I think so. This hunch has been reinforced by mv
limited testing of this package with an eight-year-
old boy who certainly knew what a square looked
like. This might seem like a minor point to some,
unless they are expecting to use this program in
an educational environment.
On the positive side, I think that Turtle
Graphics is an excellent program lor the creation
of animated titles and text displays. The user can
create musical sounds and can adjust the rate at
which characters are placed on the screen. Anv
VIC owner who makes home video tapes or who
needs an inexpensive, eye-catching attraction for
a retail display can benefit from this package. In
fact, the cost of the VIC plus the $39.95 Turtle
Graphics program is far less expensive than the
titling systems presently being sold to VCR own-
ers. The VIC's video output connects easily to all
VCR's, making this a natural application for the
system.
My recommendation is for HES to market
this program to the massive numberof home video
users who can use it to title their recordings. HES
should use the proceeds from these sales to devel-
op a true turtle graphics package for the VIC.
It is sorely needed.
[Sec manufacturer's sialement , p. 111.]
Microwoflds For Atari PILOT
I recently heard from Martin Suey, an elementary
school teacher in Tulare, California who has been
making good use of Atari's turtle graphics in his
second grade classroom. After reading about the
creation of microworlds - user-controlled envi-
ronments which one can change at will - he de-
cided to see if he could implement such an envi-
ronment with Atari PILOT. His program. Day ami
Ni^ht, is designed for primary-aged children. The
computer displays a scene showing a house with
a movable pet (dog or cat) that can be made to
walk in front of or behind the house. Pressing the
button on the joystick changes the scene slowly
from day to night (or from night to day).
Of technical interest to those of you who use
this language, Martin's program uses player
graphics, priority data registers, and color regis-
ters. The program is controlled with a joystick in
port #1. Holding the joystick to the left or right
moves the player in the indicated direction (with
wraparound).
Pushing the joystick up moves the player
"behind" the playfield image (behind the house,
for example), and pulling the joystick down moves
the player to the front of the image. Pressing the
button causes the scene to change from day to
Cardco, Inc. announces five Ail-American ways to . .
Expand your VIC
at affordable prices
A universal Centronics parallel
printer interface for the VIC-20
& C-64 computers. Obeys all
standard VIC print commands.
Suggested Reatil — $79.95
A universal cassette
interface for the
VIC-20 & C-64
computers.
Emulates all
functions of the
data cassette.
Suggested Retail
- $29.95
The CARDBOARD 3 is a fuse
protected, economy expansion
interface designed to allow ttie user
to access more than one of the
plug-in-type memory or utility
cartridges \nov<i available. It will accept
up to three cartridges at once.
Suggested Relail — 529.95
A light pen for the VIC-20 and C-64
computers with a switch on the barrel
and 6 good programs.
Suggested Retail — $29.95
All Cardco products are Made in the U.S.A. and
are individually tested to ensure quality and
reliability. Superior technological engineering
optimizes the value/performance ratio of all of
our products.
The CARDBOARD 6 is a fuse
protected expansion interface
designed to allow the user to access
more than one of the plug-in-type
memory or utility cartridges now
available. Additionally it allows switch
selection of games and other
programs now available in the
cartridge format, without the necessity
of turning the computer off and on
again, thereby saving a great deal of
stress on your VIC-20 and on your
television or monitor.
Suggested Retail — $139.95
Specifications and prices subject to change.
Cardco, Inc. • 3135 Bayberry . Wichita, KS 67226 • {316> 685-9536
CompuServe® E-Mai! Address: Cardco, Inc. • 73575, 1325
Dealer inquiries invited. fi,vir;-20 is a reaistered
©VIC-20 is a registered trademark of Commodore
Manufacturer's Reply
In the interests of providing readers with a fair
and balanced report on the features of a product,
we asked the manufacturer of VIC Turtle Graphics
to reply to David Thornburg's remarks. The fol-
lowing comments are from the author of VICTurtle
Graphics, David Malmberg, and from Human
Engineered Software.
While I was developing VIC Turtle Graphics,
I had a number of design objectives in mind.
Specifically, I wanted TURTLE to be:
• Inexpensive to buy, yet offer a good
value for the price,
• Easy to use, yet "bullet proof" and
friendly enough for first-time program-
mers not to get frustrated when they
make a mistake,
• Usable with a standard VIC with only
3.5K of available user memory and no
disk drive,
• Capable of fully exploiting the VlC's
great sound, color and graphics
characters,
• An effective vehicle for teaching pro-
gramming concepts to children and other
first-time programmers,
• Fun and educational to use.
On the whole, I believe these objectives
have been met or exceeded in the final
TURTLE product, Specifically, at $39.95 for a
cartridge-based system with a 72-page tuto-
rial instruction manual, TURTLE is an
economical and highly effective means of
introducing programming concepts.
However, several of the above design
objectives are clearly incompatible with Mr.
Thornburg's "predefined set of expecta-
tions." The most significant incompatibility
is obvit>usly TURTLE'S lack of high-resolution
graphics. This omission was a conscious
decision on my part. Hi-res graphics would
have required that approximately 4K of the
3.5K available to the user in a standard VIC
be set aside for a bit-mapped video display
area. This would mean that it would take
extra memory and a cartridge slot e,xpander
for it to work. None of the Atari or Apple
Logo oi' PILOT systems that Mr. Thornburg
cites as his standards of comparison had to
deal with the VIC's limited memory - all have at
least 16K of usable memory and several are 64K
with a required system disk drive. As a result,
such a comparison is quite unfair. Had the de-
velopers of these systems had only 3.5K to work
with, they probably would not have opted for hi-
res either.
Furthermore, it is not cleeir that hi-res is
as important to the child who is being intro-
duced to programming concepts as it is to
Mr. Thornburg. Does the novice programmer
learn more and/or have more fun if his turtle
draws a line in hi-res than if it draws a "line"
made of VIC graphic characters, such as red
hearts or green diamonds? I think not. The
acts of planning and debugging the drawing
seem to me to be much more important to
developing skills in the child than the aesthe-
tics or resolution of the lines used.
Let me correct a few possible misun-
derstandings that might result from reading
the review:
1. The VIC, like all Commodore com-
puters, has an extensive gpraphic charac^
ter set. When combined with the VIC's
palette of eight colors, it is possible to
create some dramatic displays. Only if
you lack imagination would you be
restricted to "very primitive pictures."
2. TURTLE does have turn commands;
and the square in the example could
also have been drawn with:
LOOP 4
FORWARD 5
TURN RIGHT (OR TURN LEFT)
LOOP END
3. Movement on the diagonal is possible
bv using the MOVE TO ROW - COL-
UMN (not COLUMN - ROW as
explained by Mr. Thornburg). This com-
mand causes the Turtle to move to the
specified location by the most direct
path. If the PEN is DOWN, a trail of
graphic characters will be left behind.
4. If someone is bothered by the VIC
display screen's aspect ratio and its ina-
bility to draw perfectly square squares, I
suggest they relabel the procedure as
BOX, rather than SQUARE. The aspect
ratio is certainly not enough of a problem
to conclude that TURTLE has no value
in an educational environment - as Mr.
Thornburg implies.
Even though I disagree with the overall
tenor and conclusions of the review, Mr.
Thornburg did make several good observa-
tions. His identification of the need for
INPUT and PRINT statements that can han-
dle variables is quite valid. His suggestions
on ways to improve the IF statement are
good. These and other improvements are
currently being incorporated into a version
of Turtle Graphics for the Commodore 64.
112 COMPUTB Jonuory,1983
TYPE-SHARE TYPESETTING
EDUCATIONAL SPECIALISTS
SILICON OFFICE SPECIALISTS
ONE STOP CENTER
for
fioop
SOUTHERN CALIFORNIA
MAINTENANCE CENTER
FOR COMMODORE EQUIPMENT
^s commodore
VIC-VILLE'" SOFTWARE
division of Data Equipment Supply Corporation
BOSS (c) by Kavan Software
Exclusive distributors of
Kavan Software
M^
JJ
m
sT IH
■TT"
m
s^H
■1
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•
•
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15
SIH
2O00
o , ©o . eo
r/7e Definitive Ciiess Game
for the VIC-20
10 Levels of Play
Beats Sargon II
Tw/o Clocks
Wide range of opening moves
En passant, queening, castling
Change screen and board colors
Cassette
Requires 8K minimum expansion
100% macliine language
$39.95
BONZO (c) by Kavan
HOPPER
PIT (c) by Kavan
Commodore 64 YAHTZEE
|gt ;.::;@ :: Ml Mi 6^
"jajcnrxjzT-n-L^nrr I i rrju
-3^-Li^a^
One of the most popular garnes in
Europe. You conirol BONZO as rte climbs
the ladders and picks up the point blocks.
Watqh out for the alien guards. lOOVa
machine language, cassette based.
Joystick or keyboard, minimum flk ex-
pansion. $20.00
-LA J. 1
Avoid the cars, dragsters, buildlnes. lofls
and oiher obstacles to bfing ih© frog
safely home. Machine language for fast
and smooth arcade action. Joystick, stan*
dard VIC. $20.00
I i
.asfV'tu ',i,*'
mm
'. HB-ffiC M
BONZO strikes again as he takes money
bags out of the pit, Avoid Ihe alien rain by
standing under the shields. Every succes-
sfully removed bag of money reinforces
your sheilds. lOO^/a machine language,
cassette based. Joystick or keyboard,
standard VIC. $18.00
Commodore 64 version of the famous
dice game. 10 player capacity. Watch
dice roll across the screen. Automatic
tabulation of score and bonuses. Sprite
graphics and sound. Cassette based.
$20.00
Night Crawler $25>00
by Inleresling Sottwara
Shoot dovs'n centipedes, spiders, mushrooms and ad
Kinds of bugs before they get you, Machine language
arcade action on standard VIC with joystick,
The Black Caslle (20.00
Adventure, travel the countryside, fight demons, buy
goods, storm {he castle, flequlres 3k or more expan-
sion.
A Maza Ing $12.00
Travel through the maze. Game or skill and tense ac-
tion. Standard viC.
Gobbler $11.00
Sounds easy? You have 25 seconds to get him and
the time gets shorter at each higher ievel. Standard
VIC.
Hang U SI 2.00
Traditional Hangman plays against the VICs 250
word dictionary or another person, Standard VIC.
Coggle S11.00
Compu^e^^2ed version of Boggle, Standard VIC.
Gold Brick $14.00
Many levels of play, sound, and coior.
Complete descriptive catalog $2.00
3-D Labyrinth $14.00
Escape irorn the labyrinth. Shown in 3'D perspective
view with randomly generated mazes. Standard VIC.
Air Strike $11.00
F[y the new super bomber V-20 on a mission. Stan-
dard VIC.
Attack on Silo III $12.00
You are Ihe commander of Silo III. Defend your
country. Standard VIC
Baseball Strategy $12.00
The excitement of baseball as a vtdeo strategic
game. Standard Vic.
Vic Poker $14.00
Play poker against the viC. Hi-res graphics and
sound. Standard VIC,
Frogger by (c) Kavan $14.00
Eat the Mies and avoid the car. Standard ViC.
Space PhreekB $25.00
by Intereitlng Software
Pilot the spaceship "Inlinity" and fight the "Space
Phreeks". 15 different attack patterns, 33 levels.
Machine language, arcade quality. Standard ViC,
joystick.
Dealers Welcome - Authors Wanted !
Mall Ing Ll>l S2S.00
Keep mailing list, prtni reports, labels. Bk expansion
or 16k expansion required.
Aglro-Mlnera S17.00
Hi-res graphics and sound space game. Requires 3k
or Bk expansion.
Paruar Attack $14,00
Enemy tanks are attacking and you must destroy
them. Hi-res graphics. Standard VIC.
Pedeatrlan Polo $14.00
Drive your car thru the streets. Based upon Death
Race. Standard VIC.
YalitzM $12.00
Solitaire version ot this famous dice game. Standard
ViC,
Commodsra 64 Software Available Now II
64 Monopoly from AP Software
64 Malllns Ulal from VIC-VIUE" Soltware
64 Flninca from VIC-VILLE'" Software
64 Time Manager 2.0 horn TOIL Software
Look for more 64 Software from VIC-VILLE'" & got on our
mailing list for all 64 updates and users' group.
Add $3.00 for shipping & handling
Network your CBM, VIC and COMMODORE 64 with the PET SWITCH and VIC SWITCH from DATATRONICS.
Distributors for Datatronic AB
(714)
778-5455
Data Equipment Supply Corp. (213)
8315 Firestone Blvd., Downey, CA 90241 923-9361
night or vice versa. Michael is interested in hearing
from those of you interested in those types of
educational applications. 1 will gladly forward
any comments to him.
10 GRiQUIT
20 R: WRITTEN SEPTEMBER 11,1982
30 C:3B1373=16
40 C:3>B1374 = 2
50 WRITEiS;
60 WRITEjS;
70 WRITEsS;
80 WRITE:S;{4 SPACES>Day and Night
90 WRITE:S;
lOO WRITE:S;C9 SPACES>by
1 iO WRITE: S;
120 WRITE:S;<:5 SPACES} Mar t i n Suey
130 «COUNT
140 C:#C=#C+1
150 J («C=500) : *CLEAR
160 J: *COUNT
170 «CLEAR
180 6R: CLEAR
190 *TURTLE
200 C;3B70S=20
210 C:3B709=196
220 C:3710=16
C; «L=126
♦ LITE
250 C:ttP=0
260 C;#L = #L-t-2
270 C:3B712=#L
280 J <ttL=134) : tDAV
290 *KNT
300 C:#P=«P+1
310 J <ttP=100) : *LITE
320 J:»KNT
330 »DAY
340 BR; PEN ERASE
590 GR
DR
230
240
350
360
370
380
390
400
410
420
430
440
450
460
470
4SO
490
500
510
GR: BO
GRsGO
GR: GO
GR:GO
GR: GO
GR: GO
BR: PE
GR:GO
GR:2 (
90)
GR:PE
BR: SO
BR: 3 (
GR:FI
6R: PE
BR: GO
GR:2 (
90)
GR: GO
TO -
TO -
TO -
TO O
TO 5
TO 7
N RE
TO 1
DRAW
N BL
30;
DRAW
LL 3
N YE
TO 2
DRAW
TO
74,10;5(DRAW 4 ; TURN 144)
50,30;5(DRAW BjTURN 144)
30,15;5<DRAW S;TURN 144)
,40;5(DRAW SjTURN 144)
0,25;5(DRAW BjTURN 144)
4,42;5<DRAW 4iTURN 144)
D
0,-20jTURNT0 O
30;TURN 90;DRAW 40;TURN
UE
TURN 30 '
40; TURN 120)
9
LLOW
6,-20;TURNT0 O
10;TURN 90;DRAW 10;TURN
-79, -32; FILL 1 1
10
520 GR:GOTO 26,-20;FILL
530 GR:PEN RED
540 GR:GDTO 10.-20;FILL 30
550 GR:GOTO 36,-20;FILL 10
560 GR:60T0 -30 , -20 ; TURNTO 0
570 GR:iO(DRAW 5;TURN 90;G0 2;TURN 90
;DRAW 5;TURN -90;G0 2;TURN -90)
5B0 GR:GOTO 51, -20; TURNTO 0
600
610
620
630 C:
640 C:
650
660
670
680
690
700
710
720
730
740
750
760
770
780
790
800
810
820
830
840
850
860 C:
870 »M
880 J (
890 J (
900 J (
910 J i
920 J <
930 J :
940 «L
950 C:
960
970
980 *R
990 C:
lOOO C
1010 J
1020 *
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
C:
J:
: a (D
AW 5
S)B55
#1=3
SB54
S>B53
3B70
3B53
3B53
ttJ = #
#Y = «
3B»Y
ttY = «
SB»Y
ttY = «
3B#Y
ttY = «
»»B#Y
♦»Y = #
3B#Y
ttY = #
3B#Y
#Y = #
3B#Y
«Y = «
3B#Y
«Y = #
3B#Y
#X = 1
OVET
■/.Ta=
7.J0 =
7.JO =
7.JO =
7.J0 =
«MOV
EFTT
ttX=#
3B53
«MOV
IGHT
«X=#
:3B5
: *M0
PLAY
RAW
;TU
9 = 6
BIO
279
277
4 = 2
256
248
1*2
J + 1
= 3
J + I
^5
J + l
= 6
J + I
= 58
J + l
= io
J + l
= 21
J + l
= 76
J + l
= 12
J + l
= 20
5;TURN 90;G0 2;TURN 90;
RN -90;G0 2s TURN -90)
2
6-32
= «I
= 3
OB
= 0
= 125
56+1024
60
61
63
64
O
65
2
66
67
6
68
2
1 ) : *CAT
2) : JPLAYERT
1 ) : «PFT
4) : tLEFTT
8) : *RIGHTT
ET
= «X
X-i
248 =
ET
T
X + 1
324B=#X
VET
ERT
1030
104 0
1 050
1060
1070
1080
1090
1 lOO
1 1 lO
120
130
140
150
160
170
180
1 190
1200
1210
1220
J230
1240
1250
1260
1270
1280
1290
C: SB
J: *M
*PFT
C: 3B
J: tM
»CAT
C: 3B
C: 3B
C: 3B
C: #D
*DAR
C: #P
C: «D
C: S>B
J (#D
«KOU
C: #P
J (#P
J: «K
»NIT
C: *E
«BLA
C: #P
C: #B
C: S)B
J (#B
*CNT
623=1
OVET
623 = 8
OVET
708=228
709=192
7 10=16
= 134
K
= o
= #D-2
712=#D
=12B) : *NITE
NT
= I*P + 1
=100) : «DARK
OUNT
E
= 4
CK
= 0
= #B-2
712=#B
=0) : «SCENE
1M «»MPUIS! Jaruory.1983
1300
1310
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1330
1340
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184 0
laso
1860
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laso
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1940
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C:#P=«P+1
J («P=100) : «BLACK
J: «CNT
(SCENE
6R:PEN RED
GR:BDTO -74 , 1 O ; 5 ( DRA W 4 ; TURN
)
GR:GOTO -SO , 30; 5 ( DRA W S;TURN
)
GR:60T0 -30 , 1 5 ; 5 (DRAW S;TURN
)
GRiGOTQ 0,40; 5 (DRAW 6; TURN 1
GR:GOTD 50,25;5(DRAW 8;TURN
GR:GOTD 74,42;5(DRAW 4;TURN
GR:GDTO 1 0 , -20; TURNTD O
eR:2(DRAW 30;TURN 90;DRAW 40
N 90)
GR:PEN ERASE
GRzGOTO -30, -20; TURNTO O
GR:10(DRftW 5;TURN 90 ; GO 2;TU
0;DRAW 5;TURN -90;G0 2;TURN
GR:GOTO 51 , -20; TURNTQ 6
BR:a(DRAW 5;TURN 90;G0 2;TUR
;DRAW S;TURN -90;G0 2;TURN -
GR:PEN BLUE
GR5GO 30;TURN 30
GR:3(DRAW 40;TURN 120)
GR-. FILL 39
GR:PEN YELLOW
GRiGOTO 26, -20;TURNTa O
GR:2(DRAW 10;TURN 90;DRAW 10
N 90)
GRiGOTD -79,-32;FILL 11
GR:60T0 26,-20;FILL lO
GR:PEN RED
GR:GOTO 10,-20;FILL 30
GR:GOTD 36,-20;FILL 10
C: S)B559 = 62
C: «I=3B1 06-32
C: S>B54279 = «I
C: 3B53277=3
C: 3B704=6
C: »B53256=0
C: 3853240=1 25
C: #J = *I t256+1024
C: «Y = #J + 160
C: 3BitY=10
C:#Y=»J+161
C: 3B«Y=14
C: «Y = «J + 162
C: 3B«Y=21
C: #Y = ltJ + 163
C: 3B#Y=219
C: «Y=»J+164
C: 3B«Y=6a
C: «Y=»J+165
C: 3B«Y=124
C: *Y=*tJ + 166
C: 3B«Y= 124
C: «Y = «J + 167
C:5)B#Y = 68
C: «Y=«J+169
C: 3B#Y=170
C: «Y = «J + 168
C: 3B«Y=202
C:#X=125
JMOVE
J (■/.TS=t ) : *TURTLE
J <7.JO=2) : tPLAYER
J (7.JO=l ) : *PF
J (7.J0 = 4> : tLEFT
J <7.J0 = 8) : «RIGHT
J: tMOVE
1960
«LEFT
1970
C: «X=«X-1
19 BO
C: 3653248=
= »X
1990
J: »MDVE
2000
tRIGHT
144
2010
C: «X=«X + 1
2020
C: 3853248=
=»x
144
2030
J: *MQVE
2040
tPLAYER
144
2050
C:3B623=1
2060
J: »MOVE
44)
2070
tPF
144)
2080
C: 3B623=B
144)
2090
J: *MOVE
;TUR
RN 9
-90)
N 90
90)
; TUR
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Jdnuo(¥,«83 COMPtJIB 115
THE WORLD INSIDE THE COMPUTER
A New, Improved Computer
Friend For Your Apple
Fred D'tgnazto, Associate Editor
This column catches
me in the midst of a
move from Chapel
Hill, North Carolina,
to Roanoke, Virginia.
Most of my dozen
computers are still in
Chapel Hill being
looked after by a
trusted babysitter.
My roof leaks, my shower floods the bathroom
floor, my study is buried in boxes, and Catie and
Eric just came down with ear infections.
In addition to their sore ears, Catie and Eric
are going through something you might call "com-
puter-starvation shock." They think they are still
a multi-computer family, and they brag about it
to all their friends. They gather a horde of neigh-
borhood kids with the promise of a dozen beeping,
flashing computers. They climb the stairs, peek
into my study, and what do they see? One lone
computer. A rather sad-looking machine, vintage
1977. It doesn't talk, doesn't make pictures,
doesn't play music. What a letdown!
Thanks, Chuck!
It's times like these when you readers come in
handy. Thanks to one reader - Chuck Johnston of
Manhattan Beach, California - I can still provide
Fred D'Igiiazio is m cotiipiiter eiitlnisiasl and author of several
books on coiiifniters for i/ouiig peopjie. He is presently working
on two major projects: he is writing a series of books on how
lo create graphics-and-soiind adventure games. He is also
working on a computer mystery-and-ndventure series for
young people.
As the father of two young children, Fred has become
concerned with introducing the computer to children as a
wonderful tool rather than as a forbiddiiig electronic device.
His column appears monthly in COMPUTE!.
116 COMPUrei janucirY,1983
you with a useful column this month.
Chuck recently sent me a program he wrote
that modifies my "Talking Head" program for the
Apple. In my opinion, Chuck's program is a sub-
stantial improvement on the original version. It's
exactly the kind of feedback I'd like to get from
my readers. Thanks, Chuck!
Below is Chuck's letter and his program:
/ a)u writing in regard to your cohinni zi^hicli appears
iu the Scpleuibcr ;ssi;t' 0/ COMPUTE! Magazine. I found
your article interesting, but the cha)igcs you suggest
for the Apple II were, in my opinion, niadequate.
The Apple is incapable of printi)ig a reverse slash
(as is this ancient typewriter}, so the head shape you
designed does not ivork. Also, you suggest deleting the
souihI stdwutifie, but it tnakcs the program iinich more
hiteresting. I have revised your program to run on the
Apple and thought you might like to see if. I also failed
to understaiui why you didn't draw the head usifig
graphics; as you can see, the resulting aniniatio}i is much
more effective.
Included also is a sound driver program for the
Apple in line 20, since, as lue know, the Apple is only
capable of rudimei}tary buzzes and clicks in Applesoft. It
is POKEd into memory at $0300 and the POKEs in the
sound subroutines are as follows: POKE 768, x (where
X is a number between 1 and 255) sets the tone frequency.
POKE 769, y (y also between 1 and 255) sets the tone
duration . In the program enclosed I used the same values
as the original program; whether it sointds the same is
unlikely, but with some adjustment it could come close.
Well, I hope you like the program and thank you for
your time.
Chuck Johnston
10 REH t»» POKE SOUND DRIVER INTO MEMORY
20 FDR I = 770 TO 795: READ M: POKE I.M: NEXT
THE LEARNING CENTER
"Perhaps the finest educational software that I have ever had the
pleasure of reviewing. Ifs easy for kids to use and effective in teaching
basic concepts and skills.... fvly kids are learning with it right now!"
Fred D'Ignazio, Associate Editor— Compute.', Associate Editor— Soffs/o'e,
Author of bestseller— /Ca//e and the Computer
We hope you've been using your ATARI for more than just games ... it is, and con be, a valuable educational fool for
you and your children.
Bruce and Dianne Mifcriell realized this potential and designed a series of programs for use in their Small World
Preschool & Kindergarten located in Durham, N.C. Presented on TV's PM Magazine these unique educational programs
will introduce your 3-9 year olds to the era of learning with computers. Using the graphics and sound capabilities of the
Atari, each program develops a particular skill and reinforces correct responses with happy faces and music.
Beginning with basic concepts such as colors, shapes and the alphabet, your child will progress to an understand-
ing of counting, orithmefic, and language skills.
Widely acclaimed, classroom designed and tested, these unique educational tools are now available to you ... for
your children.
SPECIAL SKILLS Preschool
Color For The Non-Reader
• Nome That Co or
• Like Shaoe Identification
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Cave Game
MATH AND NUMBER SKILLS i
Count With Me
Number Recoanition
Addition
Subtraction
Add.-Verticai/Horizontal
Sub.-Verlical/Horizontal
Advanced Addition/Subtraction
Ones and Tens
LANGUAGE SKILLS
A Dhabet Recoanition
* Letter Seauence
Like Svmbol Discrimination
• Different Symbol Discrimination
Pricing Information
Cass.
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Special Skills
Language Skills
Math and Number Skills. . .
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NOTE: All software requires 8K cassette/16K disk
Start competing with your 4-year-old for computer time. Enroll in THE LEARNING CENTEFJ, it could be the best
investment you ever moke ... /n your children's future. See your local dealer or order direct.
THE PROGRAMMER'S INSTITUTE
-a division of FUTUREHOUSE^"
RO. Box 3191 Dept C
Chapel Hill, NC 27514
Available now for the
ATARI 400/800
COMING SOON for the
TRS-80 Model I. Ill, Color
Apple, VIC, TI-99
Free Catalog Upon Request
1-919-967-0861
10 am - 9 pm, Monday - Saturday
40
50
100
120
500
510
520
530
540
550
1000
1010
1020
1035
1040
1050
1060
1070
lOBO
1085
1090
llOO
1110
2000
2005
2006
2010
2015
2020
2033
2035
2040
2050
3000
3010
3040
3050
3051
3060
3070
3075
3080
3090
3095
3110
3200
3210
3220
3265
3267
3270
4O0O
4010
4020
4030
4040
40B0
4625
4800
4810
4820
4830
4840
4880
5000
5010
5020
5025
5030
5035
GR : HOME
FOR P = 1 TO 800s NEXT
REM «*«DIMENSION VARIABLEB
N = Is REM « MESSAGE POINTER
REM ««* FRIEND MASTER
BOSUB 1010: REM
2010: REM
3210! REM
2010: REM
: PRINT :
»FRIEND WAKE UP
*FRIEND TALK
»STORE CHILD'S NAME
♦FRIEND TALK
PRINT
PRINT : PRINT
BOSUB
BOSUB
BOSUB
PRINT
END
REM t*t FRIEND WAKE UP
eOSUB 5010: REM
GOSUB 5410: REM
FOR P = 1 TO 800
GOSUB 4000: REM
GOSUB 5460s REM
FOR P = 1 TO 600
GOSUB 5320: REM
FOR P = 1 TO 100
M = 0: GOSUB 4820
GOSUB 5460: REM
FOR P = 1 TO 800
RETURN
REM ««* FRIEND TALK
REM « SELECT MESSAGE
N = N + 1: REM t SET POINTER TO NEXT M
ESSAGE
READ SNUM: REM * SNUM = NO.
ES IN BET
♦ DRAW
FACE
*DRAW
SLEEPING EYES
NEXT
*WAKE
UP BELL
«DRAW
OPEN EYES
NEXT
*WINK
EYE
NEXT
REM
«WINK NOISE
*DRAW
OPEN EYES
NEXT
OF MESSAG
1 TO SNUM
■3010: REM *FRIEND TALK— 1 SCREEN
= 1 TO 1000: NEXT
5510: REM * CLEAR MESSAGE WINDOW
FRIEND TALKING — 1 SCREEN
REM »SET VERTICAL TAB FOR TEXT
"-1
" THEN RETURN
THEN M* = N»
" ; : GOSUB 5250
REM « FRIEND SOUND
NEXT s REM »KEEP
MOU
»CLDSE MOUTH
NEXT : REM
*KEEP MO
FOR K
GOSUB
FOR P
GOSUB
NEXT
RETURN
REM *t*
PY = 21:
READ H*
IF M* =
IF M» =
VTAB PY
PRINT M»; " '
GOSUB 48101
FDR P = 1 TO 50l
TH OPEN
GOSUB 5200! REM
FOR P = 1 TO 100s
UTH CLOSED
GOTO 3040
REM »«« FRIEND ASKS CHILD'S NAME
REM
VTAB 21: HTAB 10s INPUT N»
FOR P = 1 TO 75: NEXT
GOSUB 5510! REM » CLEAR MESSAGE WINDOW
RETURN
REM t**WAKE UP BELL
POKE 768,30: POKE 769,105s
FOR P = 1 TO 100; NEXT
POKE 768,20: POKE 769,132:
RETURN
RETURN
FOR P =
REM **»
M = INT
FOR A =
POKE 768,3:
NEXT
RETURN
REM «»* FRIEND'S FACE
GR
COLOR= 9: PLOT 20,10:
19,21 AT 11
COLDR= 7! PLOT 20, 13!
! HLIN 17,23 AT 16: HLIN 17,23 AT
COLDR= 2: HLIN 18,22 AT 15: HLIN
AT 17: HLIN 17,23 AT 19
C0LOR= 11: FOR I = 20 TO 31: HLIN 17,2
3 AT I: NEXT : PLOT 16,24s PLOT 24,24: HL
CALL 770
CALL 770
1 TO 15:
NEXT
FRIEND'S
VOICE
< RND (1)
» 51)
+
15
M + 25 TC
M STEP
- 8
,3: POKE
769, A:
CALL
770
PLOT 20, 12: HLIN
HLIN 19,21
AT 14
IB
17,23
IN 18,22 AT 32: HLIN 18,22 AT 33
5040 COLOR= 12: HLIN 16,24 AT 34: HLIN 15,2
5 AT 35: HLIN 15,25 AT 36: HLIN 14,26 AT
37
5050 COLOR= 1: HLIN 19,21 AT 28
5200 REM ***CLOSE MOUTH
5220 POKE 1BS2, 177
5230 RETURN
5250 REM *** OPEN MOUTH
5260 POKE 1B?2,16
5280 RETURN
5300 REM ***LEFT EYE WINK
5320 POKE 1467,176: POKE 1469, i90
5330 FOR I = 1 TO 150: NEXT
5340 RETURN
5400 REM ««*EYES ASLEEP
5410 POKE 1467,190: POKE 1469,190
5420 RETURN
5450 REM t**EYES AWAKE
5460 POKE 1467,176: POKE 1469,176
5470 RETURN
5500 REM *« (CLEAR MESSAGE WINDOW
5510 HOME
5550 RETURN
5600 REM ««» SOUND SUBROUTINE
5610 DATA 172,01,03,174,01,03,169,04,32,168
,252, 173,48, 192,232,208,253, 136,206,239
,206,0,03,208,231,96
6000 REM »««MESSA6ES
6010 DATA 3
6011 DATA HI, I'M,GEB,-1
6012 DATA YOU, TURNED, ME, ON, -1
6013 DATA WHO'S, OUT, THERE?, -1
6020 DATA 2
6021 DATA I 'M, SO, HAPPY, -1
6022 DATA TD, SEE, YDU,t,-l
©
FORTHEVIC-20®
'RATLD Tilt: TOP EDUCATIOrtAL PffOGH/lfl FOH THE
VIC 20 BY CHEATIVC COIIFUTinG nAGMINt.
TYPING TUTOR- - S12.95
If you've ever wanted lo learn touch typing, thus is tor you! Makes
learning the keyboard much easier. 4 programs on one tape teach
ttie keys m the correct progression starting with the easy ■home
keys." Aulomatically advances to new keys as your skills develop
Ideal lor beginning children, old "hunt & peck" typists, and to re-
fresh old typing skills. Higfily praised by customers: Typing Tu-
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WORD INVADERS - S10,95
Put excitement into your touch typing practice! Blast the invading
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gram. Typing can be fun!
SAVE. ORDER BOTH OF THE ABOVE PROGRAMS AS ■'TYPING
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FLASHCARD MAKER & FLASHCARD QUIZ — S10.95
2 programs. Prepare your own study material and make il easier to
learn. Use for EnglishfForeign words, etc. Quiz program has
options for study, full test, and easy learning mode. Keeps score
and allows re-test of missed questions or of entire set Includes
sample data on tape with 50 States and their Capitals.
(ALL PROGRAMS ON CASSETTE TAPE AND RUN IN THE UNEX-
PANDEDVIC)
FOR THE COMMODORE 64®
SPRITE DESIGNER by Dr. Lee T. Hill — $16.95
Save hours of work when designing sprites. Helps you create mul-
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Shipping & handling S1.00 per order.
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Visa and Mastercard orders must include card number and expi-
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-S- ACADEMY SOFTWARE
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SAN RAFAEL, CA 94912 (415) 479-4703
Programmers. Write to our New Program Manager concerning any
exceptional VIC-20 or C64 game or other program you have
developed.
118 COMPUni jQnuoiv,W83
Learning With Computers
Genn M Kleiman
Gentle introductions
To Programming
Everyone should understand the fundamentals of
programming; learning about programming is an
important step towards becoming computer liter-
ate. Without a good concept of programming,
one cannot really understand the nature of com-
puters, their capabilities, and their limitations.
In addition, programming is an excellent
vehicle for developing thinking skills. Many
teachers have reported that when children learn
to program, their work in other subjects improves.
The teachers attribute this general improvement
to the students learning to approach problems
more systematically and to pay greater attention
to detail.
While they acknowledge its importance, few
teachers are experienced programmers, and fewer
still are well prepared to teach programming.
Many dedicated teachers, realizing the need for
computer literacy, are making extraordinary ef-
forts to learn about computers and programming
so that they can help their students learn. In this
month's column, I discuss two courseware pack-
ages which can be extremely valuable for such
teachers.
The two packages, Kidstuff and Karcl the Robot,
are designed to be "gentle introductions to pro-
gramming." They each contain a simplified pro-
gramming language and a book with step-by-step
lessons for teaching it. With Kidsttiffov Karel the
Robot, students (and teachers) can learn many of
the fundamental concepts of programming. Both
packages can also serve as stepping-stones for
students who want to go on to learn BASIC, Logo,
PILOT or Pascal.
Kidstuff and Karei are not the only existing
gentle introductions to programming, and I expect
more will be developed in the next few years.
Therefore, before turning to the specifics of these
two packages, I will discuss in general what we
might expect from courseware designed to intro-
duce students to programming.
Structuring Programming
We can think of creating a computer program as
involving three main activities. First, we must
design the program. Recommended approaches to
design have been labeled structured program-
ming, successive refinement, top-down program-
ming, and modular programming. In brief, the
recommended approach is to start with the most
general aims of the program and successively
refine them into more and more specific sub-tasks.
We want to design the program so that we can
work on one sub-task at a time, handling each in
a separate module of the program. The modules
are then combined to form the program.
Some languages encourage structured pro-
gramming more than others. For example, in some
languages, variables can be local to a module, so
you do not have to worry about using the same
variable name in different modules of a program.
Introductions to programming should encourage
structured programming so that students acquire
proper habits from the beginning.
The second main activity of programming is
to code the instructions - translate them into a
language the computer can follow. We can discuss
computer languages in terms of three types of
elements: (I) Commands, such as those which
print words and text on the screen, accept inputs
from the users of programs, perform mathematical
operations, and manipulate text; (2) Control Ele-
ments, which are used to iterate (repeat) sets of
commands (e.g., FOR/NEXT loops in BASIC),
follow commands when a given condition is true
(e.g., IF-THEN conditionals), branch to other
parts of the program (e.g., GOTO), or use a mod-
ule (subroutine or procedure) and then return to
the current part of the program (e.g., GOSUB);
and (3) Data Structures, or ways information can
be organized and stored (e.g., simple variables,
subscripted variables, hierarchical trees).
Januaiv.19B3 COMPlTrt! 119
DYNACOMP
Qualitx; software for*:
APPLE II Plus ALTAI R****
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Atihtnah ih>* ptogfan da#t lui *M>hn. t^aptiKi it ti ruiTmi ai
CUNPUntONtCS Rum )« I4K Aia<>
VAL&E2 (Ai iiilablc for ail campjif n i
VAtJ>KiC i\ t ciMnpui«r iimulalhitoil Hi.>iTT*hk*r i
AlaUii Incrudcilmthi'i umiilaMiitt h afTaliilK and
ladaf dliplAV Tl^ m
Prl«: Si:.95 CaMttu S^I.*I5
«n m iKr P..m:r Wdl.am S.a.^ V-Urj Njrrnn^
.«ZSfak2S^rl«'iirH-niiti»Ci patlkmiirTiL^iclimih
M ctth^lhlpilulliltaEi'kHaK'lii riFLrdrllcd
<'<?ntiini ■ mndf I b>r ihr ridal pincmi in l^ ri>gtrm. ii a^ll a« iil^^f irxKir l<nitsi>in9 iirckriii a
II C)urtvr>uirnui*f lr«niilvGjli[rlAlHkat4:iVi]d«zHA[tHrr'!>«vfh*MHi.dfri^m.iiieOSnfT4«
\tl Cnmputhng: and rri-aiH' CpFnpHlk'sg.
UACKGAMMON :;.<I lAvaillhkri>r all n>rnpuicr>l
Thit |kiii^i,|iri ir,ti ^ii:( KKlijammrtn Ullli. »nd will a
I "mrm-T'iu it^Hirkr jMh-ifwi hunan Ttw-i nnipulrf [■riTt
rl.Hi.Nr . I i|.iirri1« Jk' Inlf* Hpaid JMrt.it— Si tMfi b* t
Md^ni r » tiK li\t :_.^(\J,'\ rirlftol hiKhf«IIH*<r<' atd li
Pnce:SIQ.95 L'aHeiir/S;;;!,q5 Oiikcdr
Umi Ka>>» A human tan {nrtiprri- 4<l*ln>l ■
mllfirlt Lllhrttlwhiimaitnilhrtr^ffliiuTfKari
f «O0 MASTKR iX^Mti onbt Pr.ce; StT.9J CakMVIe.S2l.95 Di^tcite
Ih* tun APLX fi*u ft^i, -.i,..Bi*. fR<k; MASTER cDiUauH nxtliog ^f^d* *r»iit*« i«*cWH«n lo bttnq a hughk
rdtM-HO^nalprc^am. lii&alaii-iiHi><h4hl4b-fiiiiicrnirarkni9amFb)<.1-4plat«n Y4MiU'ar.rb%n<*Iiingi!HKjKk>*At<'>n
ilb<-i>ppn«rm4'9DilIiJi«-iriiir>ai4liTdi>nn'i9riibrjTfiiiJ,SatvtiaiP't-i4Tnltad^lni*ndho3t|mpt)be<rii[wd.Tht<
na»i>ninei!iKcii bv^iAiOig ihtma lAiardal lutiTh^ilafaim-cnnpnt KbpniflHrtJitninmi-iKtn^rlghn Thif (ikn pr«f i«f
iinirriqandtudatinTnl.Y<iUT('nll«nfTitMI|Mrvlial4'hiXiYi>rt»»itdiiont«'«iUiiwlM{li<iil'>hirvarrri>i.trrT.>laiivuill trtll
b^'ihr iLivn-id*-. tnl »r>nif wl'tl^l ihrHiflh. Atthr^' l«'ain vivutan Imli hmldrtliri't hradi Intrrr hinrrrKvlhlnli As )"<u
iruaid th»-m. Ihry r"*ald v"" Irli* 'itwHtflhi pitK*>irt~ timulAinl dr nliini ir itr ihr haOr t^tv iif jmimpl k«rnlnq ■
iigincnl ctmrfiKnnlnq - uidilv Uctftrd t" hiah whool and fnlltfi- f auritil Al v" (M*h Ihrm Ihn,- Irmrh iv«) h'»^
h'fiTunq t4k«t p[««' 6fTAI fiaphlLs' Ruin In tfaK Rpqulrn linn |rrvill>bl
FORtSr ftm: lAlari o
UMnt«iu«llfiti.giiifiliui>
pv-iulilm ti(r-h:kri
Price: SI4.'*? C»%«iie5l!l.<l5 Oh«k<ii(
»n pm- ii^, la ritr n-iMI* i-l a kiiriT hi. Vcwr ]•l+^ n inriii» i
■lansn. m aind. HfallMI aHd 1*11 tifl N« plcitnllng valuabi*
ublf.ki.rr rr^vhrifd n.n«l.*roHhsT HRf ' .rr^ uipmwiul
aMchalVnsitf Va t.o gjnn Ha'-r IfV um* wttHig anri [S^-mrr 3 1*i»l. <Jdi4l<cu1n
CRASSTON MANOR AOVENTLRKiNenhStar^Suiirf&rjiinandCP V|(,nl>} PrweiSI^.q^Dislwiir
Al Uu* A (vnipmr4winn.ir Adimlwir ^mmt Inr NiMibSiai «nd QV » p.vr'^.CKAS*,rO'i HA\OH AD^'E^TLftF
UbtviniliiU>nnnliTiontfU|t|STC)\KA^C)K.liinr(4u«>iirn.pii?ggthn(iibtilo4Hlrfauii#4.LuikmsiniiiiprTicn.>r
iniMldanUialiandi'fibiM'iiLfinii.illrHilqitriipThr lirauarfiB-iTiviurahgKi. n» nuif>b«l £>l l»i><iSi » Hrralrrand >hr
MMdal«44JUtlpik>niatrmMhmaTrrUWiatrtlujitlw(arirTiiiNopuL»rH<f>rmi>IAd^'fnlHirpf<>grjtI¥n.inBktn7llili
famirhUDpIn IK da*i Plav [*>■ W Kiiftitrdal ain' I Imr and Ihr iiaiui virirrd <in diUFIlr
SPACF: I^VACUATtON! lAti.^libtr fnr all tomputrrtl Pr^ct:SI?.V5 C'iLH,«iit^|4.q; I^inkciie
Lar iitw rnFrvnIr* th' qaU^v arxd fv«c^ualr llv lianh h«fur# rhu um nplndrt' Vihit roinptiln bffmniri ir>r tSlp'i
rnmlitnra maitv nl ThB rirlTing .^Irtwriii nf rl^MT vp»c' ganwt kith lh# mvtl^rv ehallrni|f i.) AliVL.NriJRF
MONARCH (ATa!twil>l Prie*: SU.95 Cait^cie 5|S,fl! Diikettc
Hl^X'VKt.l'tiiiafaurin^iinq rrnnainiK t^nti-iaiufi iffjuirinj ^(HiiiotkifvinTBii A-vrar inni at v*Hi( nuian'ii If «drr. V'H
drtrmirv ihr annuiM nl kf* ijf doDlid til induHitTial and aQn^-uiiufal bw. tnni much iood ta dturihiFf In rhf
piifHiCjiirand^iat mych ihnuld b« tp*"! rwp<i]luticr control. Yihjivi II find iKai all dnVilomimnkf' a rainprnmiMand
thai ir n noi raiy m ™alir rtfriflMM' Kapp^ Runt tn 16K Atari
Rl SIKSCLBE SOLVERfA^milabkriHillnniputml
*v<'tir,9 thf Ruhlk'-lfoW fmHi* n m* ri.>iilir In aignrrthl
Ht IMK'KC I'EFi^I.VERlwtrtllflv'mlolnpi'llKriTaTling
irn; T*^r i| tiif t>*tf\ diitaiinnlilir^ lhi< i uhr ihi p«rllin<
Pritr;5l4.95C»v»et« SIS.9* Diikciii: ^2\AS Diik
f IngM, ai*d bi a 'naigrir (hf tofflpulnr ta1<nibill9n Tbr
alroribria lafiingrlrnirflFt ^(hf <vb« It l)Vrni^li.Ti liv
dllrwrllliriubr Ian vnil Kklvii ihrn/HtnleV'El iJepi in
M and rrpUcIng rhr (f>kii|i> HfaulTim 16K
AVAILABILITY
(>> V'VCOMP loifikiiir li siijBjfJTd I'tli iiimplrl* dorumpniaE.infT' c>i^raining tl*af «kplanark>in. ai^ nanp!>t. UfiCni
.M]wrv^ib>»p«fi»MilallpiT^raniM..IJrurhllh.nlbKprr.gtainmrnv>T^'5pacftATARIin|till**34K] Eu«j>t Khrtrnonirtf
|Hi.«iair»iTravai1abl«<^ ATARI kl.T TRVlUl[l(%*llll IVEC andAp|ilTgApp>*w>AlratMn« ti>ddt^rtfrn«.FllaiNinh
Srai iM^r4rT>i>i^ Idntihb dr»uiv<nih^aint4rl diikFtir AMKHnar*. awfi pt nfranH, 4 an bf ;<6\±.arA an ifandard^HM
i;«ni wn^ 6rnw dMltJf df»1.IV i<-«^Tlblr 'h.'nnatl Jl" tF H ftrippi, ditbi Inr tvitrnt* lUhf'n) urdri MRASiC nf
I.HASH (k>rri4TTipl>. A1m..NffiTi KJO.Hraih 7rniili and mvi-^ nthml V.' ( P Mdii^tttri tir aiailahlr tur HnrrViFTh
•ArAm.MJrflM..W«ri(5M« ri'M W.M (tsnUHM SiatftBfiAfy.^^K. M.-HOrilaf
-r HiUSIC M CBA,SK: MB«r (fvlrai
l.1IM(IVnir>r,«Jr.r4tradlT<w.rhr.
DYNACOMP OFFERS THE FOLLOWING
• WIdcsi varlciy ♦ Friendly ser\'ic<.'
• Guaranteed quatiiy
• Faslesl delivery
Free catalog*
Toll free order phone
'S2 0D US luodil
AND MORE..
STARRASE ].: I AvalUhk ri>r nil cumruicn ^
'■ithnutwarniHia'linlralinaMai'kphfi.iAfeiaitt bi-:>lbfiqiitd(ai>i
cnjtwTt.and minr •.hrt i.tViil at' Th* *llu±l i>>fl it tWEliC bh^FI th*
t' rhr(.ri'vlirn4«iri,'ra*S<^[hr v-ihaa'
Prkc:S).'.95 Cawrlie SI7>*? 1>i-rk*tir
riTfiiairkplf t+irCirrtiii^ nnikihoiilaTlhrlni l^n ihlr
Thr(.)i^lin>.alui4iiuiiviih haiih lighl anUrwa^ki,
Invuirth'r n hrklrard b^- ittfrr hi>ai.v < ruiHtt aid a
M«.*.,*I»A\ A 1. (J G Sn&^iiia.rCfllHur .«d
iCiairw MrirhandiLI
LIf MEN FROM MARSiAia
d qnphin
Pi-icf:SI9.9J CaiicUc SjJ.I* Diikcltc
agrl v°* if v'owdah'i grT ihtm !ini.Thi4 t(ahjlairlnuiilii9h(rui.lu{i<'n
-1 RTutb «J rh* Aiapi'* j>oi»*f. R^air«t r»n* in^.itif l
■\LVIN <Ata«ionhl P'i=r; 517.95 Ca«nic Sjl.** Drtkelle
ALV1^l«■l9tri)l^>(^■4r panw S nu arr commndlng a hlghlv manriitrraMr illip tFrhinu l-^ drfllrx ''Firml vniTTiv
Oiii-i Ynu jtir aiirrnplinsln b^imhliwiF cHlFt whik al ihr nai+tr iliitr it^lng ID Aktild Ihr^i dt1tutn¥ ll^'^4M!V^rlF
( OMMANl) ' in mriH^l AUn. v«JI indat h»» +i*>ii dain*g«[t *f thai V"U <*r^ "^Iv *** dmi'HiaT'd) Thi* ikunld
n.irma.llvni'il Vniu|hnrapinbl>Riri[ri9tihiir(ui.uii.lvihaM-iiii.<hiMfn(]iiiilhht^nvhntfn>nibalii:ialt Al lonfjatvoii
arj-alvivr thvH wnrabinKilwtir ihr ad^afitatr and aif uli' K'lnirUHfi, high IrvFlb^itnliingfaln^^nniLd^sH^iiliill
niriTlnirl<riHhu-ii'>vim''f>^llhrlM«liliBlt9Uiilot*«Hipili'iwii1lr>ra bnmlung i«nolMlr ilvrrwnivtIAliKix'l ni Pan^^
and qukUv rnn-ai lo itw iVl*i A fMP -ganw RtQuHtt l«K
ESCAPE FROM VOlJkNTILiM (Aiari onhl. PticrJlS.^? Casielle Si 9.9? D.*ketlc
BrirqlbrarrHiirandn(>irfn«iIr,(aiijHradp>nlayou<hDmr.^lhF,^APLrRt}.MI.'ULANnilH'Tr>i!t<a(>ff>mfi>
mannn n yiur i{acr vhip arnund abuatEMr aMt laia4 IMmt ih* guatdtan !k>ll»iil bcirvg *atfnl. II hr tt killed talih a
(bmribnt ImiEJiuila ln|inri|>«liin, adiH'iii^rTiialbrinrt.it^ H«i««.*r, rh* dcwi*5*j "31111}, '■r*i l"*f'"*"K '''
t-ciuiail III ruapr In iimr. ihr dcnii ilnw^aiid a nra gwaidianafi^art Sdrtflimn !.''>'■ canunaih lSir.|igh ilir^iw'^
inwalpdlvr>ikppa.qAwavalit (iihri iimrtii nl-ntrriM^i AlTh« hhfhtr hx-liplplavmoi* i>b«IKl«t »ndflj»idiaiii
apprjir, addkiq hu Ihr ricilrriivni [.\ts hijh trioliiEiiit) jini^hiti <rii1 t^und Hurt in ItK
I Price: SI J.35 Cpttciu S]T.Sl5 Llii.|iLCl!e
i.n piu|>ami.mi-Tr< Allt'rAririKTf'H irquiie. vf>^ in t<fm<M ihr alKfi iliiihipt
pa^idnq thi.iLiflt. vnui wriiii 111 Ihr giUkv AIJniA BASr.l.lh Ihr path «( an allrniro lnt'a«i»ivj4i fivF Ul O'l a>i bv
and litegamr rndi llnrhq.lrrtri Irqul.r.lh' inirtHf k and gn^Fi'ptir«tlt4lu mnrfdirfirulllhr ltlgHrrv^>b t<'>ri' AlPMA
I HJIrTLR inll run im I hK ivilrlt*
THF RINGS OFTMF. EMPIRE (Ataii ontj.| Price: SU-Vj Cswctlc SlfiVS O-sVrlte
Thr rmiiiir hAi.4n«'l«pH a nrw battip iJatHHi jHnlFclpJ bf' iniaiMg iiAgii.alrrvi!g>. F.afhdiBrvoa blait itihMigli itn
Tini^ anddipkifjiv lb* lialknn. iHr ■rapirrdnFbifniarcm iieiln>>*rHhmi>r«piMKinc rtagi. ThiirKltlnggamr'unii'n
IfiK i:|,vrTni rmpln^t ni«i%n.r ^raphnn and vHind and ("an br plav*d ^ •»< or nr4 playdi
ISTRLDEK ALERT tAijh<3
ThiMta lail pai^qia^hliigj
III nidi Tiavrtrmafa-ilrdaitflal
(dam FKit Im4t nl dlHuulfv I
MIOWAV (Awii .13K"n|«l
MIOAAV I. " rirltitig nlrni
iKI Pr<ec:SI5.9;CuKC(eSI«.95 DtVellr
iiiF.alvith|iIa<mia<iknth«niidd1r rtllht-'UTfaditaT'havlrjiutiiii^ltnlirptan riif
iJrirTi*<ti<>driiiin:V»uatall inut Vr-y mud find arHSiiiln'VOVihlpinrWiKprw.tilvihr
Ir iitniidn] INTRUDER AU.KT r<«nt>M a p>sfilTk and t-m nm nn tbX itumt
Prt«: 514.9? taiwiie S IH.W5 SJuleiic
IHI III Itv gamr al Hatllriihlp ll itiim Ihr ihallrf>g'> id ilfal«gu and 4-hanirf Vtvuf
n 111 Ihp iixirpLlrr Critoi qiarhlri afid f'lU^ *1* hnrh ln:ludMJ Kun< in KjM
OOLK PRO lAlBriiinl^i PHc*;Sn.95 CmmiwS^I."*? t>Meiir
lliiihi*ali*mandb*«uthlulnr«l'bl"ai')'«">'di"*'ihptinGOtf P»(«l.ipir.itwrih*fetlgclUlmulatinTiaia(1a^!r Tii
r«flil^iappr*clar»ThH.ganl'', v'Mt^hniildhjiir.flinJiii J\'tiillial.Vriinanwrlhr gip»no!thefainiay,lhi-yurfiflh«-walrr
haiaTdf.andrhr *^hl'» i.iodinlth«-"«i>. Ynu iivnlluilE>iauiind, uw v-iuivrctsvifl Ihrsa^ndtiap. intf jiiitinn irirstrrn
iim»w^aUb<d<^nr<>rH||winurw SJIw^flfflhr ;ilnriln>t>url(lrn>K with flOef PRO. RBiiRi<tl6Kand<irirI<vitiilL
GAMES PACK I lAvailablc fcv all >rainpulen> Price: Sri.9; Cai.Klle~SIA.45 Ditkclie
GAMT.S PACK ■! .™Mihni th* daMur e*nipai*ri*m*^ <*! BWCKJACK. Ul^AR LASDtT*. tRAPS. HI>HM HM f
S'H'FTCHandniM* rh»Mfamn.hm* SiT" fMntmriirlnniMlaifrinnqf »ml<Trr#w iil^ainvg rb»^*ir .nd«tdii«IIi,
ib^r^f^dbt •(.^■^,«^Mfllmr«u T^•1^r>I■nc•HrMm«'k^ThlT>r piwr)>ill»f itwRYNACOMPiTti'^a-IHIAtHJ^tC K
GAME& PACK tl lAiallBNe hv alUv»npale?«l Price: SI4. 95 CivHIIf %\i.1J Obkelle
r.■\^1ls|■;^CKIIl«^l,^d*^thiifliltlnL■RA^VIIGHTS JOTKI. Att, V-Dttl.Y l.lf L.UHIHPlIS«>d'«il-i» Ai-.ih
bVM! S l'/\LH I. ill thf ftmi^ atf ln#drd a' im-t prnqr^m ird iir raLIrd tfniti a •nrrm, Yn^ will parr^Ku^ili rnjnv
inMiLOMPt wnion fl tHAIY KICHTS
y.>, P3V l-* IS »■ mnir (u-r p«t)«t*n. ..Jun y-«. c"< hui. a OVrfAtOMP ro|l«ii™ Inr |itM iH.^S?
MOON PROBE lAvallable fflr all cojwpiuter^i
TliL^ n nn riiirinrlv<hallrngirig nunar1and.rr~ ^ii'kjfiAm 1
lai^rl an ihr ■nnn'i'i. Uj.rtaf«- Vivu <i>nlfr.| th« chfuti fnxloi
3pprD«l^ dnq]" Kuni ii> IhK Alan
Prkc:S]2.95 CmuIIc SI6.9! Diskellc
utT drap trom Jirtiil to tindal a pirdrKimJnrd
'rf^otir TTah phiidirt^rthfTiilr r-f d<v:tnT and
SPACE TRAP lAliH i^nk, l.bK> Prict: S14.95 Ciamik SIS.^I? Diikcitc
TBiii-qaXdrii^ 'did4fi 'rvn trp'' arradr ^anv ptarrt v^vu nvarahlackftnlr. Vnurnnlmt t'mrfipH'rcraft kr«l«iq hhr |fi%^EIf k
and' altrmpi ir> Uati at manv »' Ihr ailm Uia|naf ^nulblr ttrtnnr fhr black KiW> ttmtt. iIhhiI vi>"
SUPER SUB CHASE (Atafi onl
m;pfji«;bcham: tim4i*ir«« •
P.i«: ij^,"*? Cai^cllr 4;.V'J5 Di^kelte
■i[ilrKUindrpihanditjaihibrmiinik|iw.4idt|hr kub. fhi* «
laphirtunduiunillraEiabililir.. r>iw.oiT»..|i plnr". J.-pUir k|ij
TWO PLAYER GAMES
TWO PLAVEB CiAMtS (Asailahle hir all compuinrx; .i;K i1i\V iil\i.HU nnii |
DYNACOMP hataj^uliMl ■h«^ilitlMt«r>in ii^huU'Th. bntnqhi ntXitrnn'i.Baigamr^ Tlt#Wf>Vn.plavrr9ain«t»f ir
Kitginallvatiliotli'ilKrNinihSiaTcii'npvIrT buitinr tmi rb^rn inD^vnod Ifiplavmallnfibf (onipumttiirrfnllv
tuppcitrf if. r>YNAL<lMP Bnauw ™j t.rrniinq ar-d drvir rnwri .mt. i»rr ui )».. HYNACOMP ".Hi^l l*M.**
pf-jjiaHHiiioiii.aAikirllTl'n'I'nilvStt li dhkrtif, (Jj fi dnk llv"u hkrw'arqain». tin nth-tit a baiganiviii lai
nil pa.ti up
^1 'L. PANZER aid BLIT/KRIEC
PA\ZF.R
Da»:23\V»' IM] PliKr^\r..Talniilr>>i.nro{Kin.RLF.i.a Tlv
quifkJ^ In irach ihv Urttnim Intcri. uhkh arr prrtuiTini] Inr a ■"
BUTZKRE^G
Di1«: Spnng 1940 PWr MiinhrmfianEf. Hij-anm^n bPiKkrfr;
altnitlon»jlhra.»i<t Frarrr Ihr GrgmaoliKf t.^at prnrTrafrd ihi
drfrmp(ifllwAliTif-^ommrpi.i.iikin.Andthrllni<jT>.|lapwolitirl
lhrdilvrf>nPa<.|i
It Ittxrurd K4« and air iHrfin.
ly.Iir:><np!rti- Gr|-m.inV had InmrdiU
aiidM:TUt(.Tl4hfrr>liinall>ui>klrk. Ihr
■r 1 1 n th' wuth haf a) I pai t«d . A i>d . nmu ,
Srt-J STARSmPTBOOPERiand INVASION OF THL MUn PEOPLF
iTAH^HIPIHrfXirFRS^
Oalr: Fotti«h( mi^ Plar* Ararhnld p lan^f nf SIVr»l Ih> Hrolall-ouT t<arilr«Th*plaiHi Bbml btnthotll maith
<^Halb>rcrtnfTf»ananda!i«-Hnl4:t Itw iJuiior.^ wlU m* lbri..«M i>( ih«- rn-flin. faf tl-* pUihrt irl«-iJ+ia k»v
poulna in Ih* uJar nar
l>\A!iir}.tJ OF nn- MULIM tiPCF
AP«inianann>ba|ia1>nnlU'i Ivf n diipatchrd tb a irnKiirMlla^ ai
dKpllinqi and ihr dimpcx^r^wr t.| inc4t DlChrMlU^m Lvr-viln->
hum Mnr^^ oP fJ-imv mud h"!** nhich Ha-.* iidiBj brtpin fnrm.i™| in
S«'3: FALL OF THE IlflRD REICH ai^d ARMORCAB
FALL OF -mi 1IIIKI>»IKH
l>ilr Mafth 1^45 Pliir KHrmaqrn Unman, thr aMir) undrt r>nrial l.lHiihiini.ri had t
I,rTm'n> hnd liihkd )n d^iliipvlisf ilrr ludrndnirf Tahliiuiri hrldqr, allniLhnij ui.n#[ ilFlfd dii,l
rir.il1i. f iiir^pw^ri ir Maii-h I 7 and m. ihr all<lr> hiqnii thru riiiur nn K'lrm
AKMMHtAH
Dair 2frb |4iM Plarf; Ml414k. Hliitlil A Cjrtnun frnnl4lnr Lnit It hard p|r,ud |.^< tg
tupplift. A rrliH [nni/ftL nfairBi-irit cafi niuu irach ih»m thmuqh paiTHian.inJn.i>d ft
•^,'t MOtNT SLH;iBAtHI and MIDOLt EARTH
MOUNT SURIBACHU
l>#i*r l6F»h 1*45 PI*it U^ijuna TSr Japanpv^^rM^ hrchnm HqDnt tHinliaehtas ihv maiian landrd.n itu-
P"Hchop-fhapni iilami Gnnljir lr,«i ih* hill r™ld irrvrt the rM'tr itland. Ikut It «M.a cnlical ibpviK* il rhr
ATnCTKactiartriKtaiiiutriid-iilrjrlhrali-impariiiiiTairhrld H^f>TSBiibMhlpnr:.nl lobonnrnf IVnMiumngh
drlF'vdfd [r>iiiii-.M. m llw Jifianru. rhralir kI maT
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Price; 139.^5 Diskellc
MKftOMAGIC (Apple dM«lt«anU!
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SHAPE MAGICIAN [Apple II. JflK. di^kclie nnli i Pii«;429.'»5
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ORDERING INFORMATION
AIT ortfrr* arp piccnHd •nd ilMpptd lillllirt 4« h-iUr" llrpir *ni Uiir
CJunpulPT ItilaTTnalian l(pdv"^S bi \'lS.-\ J-r M*«1i-' <.*id. irrludr all i
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WhMk Koflh Annio: AM IZ DO All rnlpr»
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DYNACOMP, Inc. (oepi. e)
1427 Mutiroc Avenue
Rochester. New York 14618
24 hour message iind nrJcr phone: (716) 442-87,^!
Toll free order phones: (800) 828.6772
(gOO> 828.6773
omct phone (9AM-5PM EST): (7L6) 442-8960
EDUCATION
JtODGE POUiJfc (Apple 4BKonil>l
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STATISTICS and ENGINEERING
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No matter which language is being taught, in
introducing programming to students we gener-
ally use a few simple commands, control struc-
tures for iteration, conditionals, branching and
modules, and only the simplest (if any) data struc-
tures. These are the elements we would expect to
make up a simplified language.
The third activity of programming is testing
and debugging. Beginners often suffer a great deal
of frustration in finding and correcting errors.
Some programming languages facilitate debug-
ging by such things as catching syntax errors as
the program is entered and allowing the program
to be run one step at a time so it can be analyzed
carefully. Languages designed to introduce pro-
gramming should contain such debugging aids.
Kidstuff and Karel the Robot provide simple
languages so students can learn programming
fundamentals with a minimal amount of frustra-
tion and delay. They can help students master
recommended principles of program design while
making the coding and debugging stages as pain-
less as possible.
Kidstuff
Kidstuff, by Thomas R. Smith, is suitable for chil-
dren as young as first or second grades. It is also
appropriate as an easy introduction to program-
ming for older children. X/tfsff;// operates on PET
computers, and a version for Commodore 64 com-
puters is being developed.
The commands of the K/'rfsf/;// language let
children write programs to create pictures on the
computer screen and play music. The language
itself is a mix of turtle graphics-like commands
(e.g., DF for draw forward, TR for turn right),
modules like those in Logo, branches and loops
similar to those of BASIC, a command to use any
of the PET graphics symbols, a music command,
and special features to aid debugging.
This sounds like a mish-mash, but it has been
blended into a coherent teaching tool. A particu-
larly good feature of the Kidstuff package is the
manual, which contains 13 tutorial lessons, dem-
onstration progranis, and suggested projects. The
iCr'£y.s/»// language and manual make it possible for
all teachers to introduce programming to their
students. The manual can be an extremely valu-
able aid for teachers who are not themselves
knowledgeable about programming.
The commands of the K/"rfs//(// language are:
DF - draw forward
JF- jump forward without drawing
TR - turn right 90 degrees
TL - turn left 90 degrees
P - select a symbol for drawing (any letter,
number, or PET graphics symbol can be used)
B# - play a note of a specified pitch and
duration
122 COMPUTE] JonuQfv. 1983
There are also two control elements similar to
GOTO branches and FOR/NEXT loops in BASIC,
as well as two simple variables, X and Y.
In addition, Kidstuff lets you "teach" the com-
puter new commands. For example, you can tell
the computer how to draw a square of size 5;
TO SQUARE
BL
DF5
TR
RL4
[begin a loop]
[draw forward .^5 stops I
[turn right 90 degreesl
Irepeat the loop 4 times]
Once this is entered, SQUARE can be used just
like any of the built-in commands. This capability,
similar to the use of procedures in Logo, encour-
ages modular programming.
Kidstuff has several features to facilitate de-
bugging. First, syntax errors are caught as the
program is entered, and friendly, clear error mes-
sages are given. It's much easier for children to
deal with an error message which savs "OOPS!
THE COMPUTER DOESN'T UNDERSTAND" or
"OOPS, LINE NUMBER ERROR" than messages
such as "SYNTAX ERROR" or "ERROR 112"
found in other languages.
Also, X;(/sfi(// has a WALK option which tells
the computer to follow the instructions in the
program one at a time. When walking, the com-
puter displays an instruction, follows it, and then
waits for the child to press the SPACE BAR before
going on to the next instruction. This option, simi-
lar to TRACE or STEP options in some versions of
other languages, is very valuable for helping chil-
dren analyze their programs and find bugs.
This simple language (I have described all of
it) can introduce children to most of the funda-
mental concepts of programming. The only main
concept missing is that there are no conditional
(IF-THEN) commands.
Kidstuff is not a powerful language. It is very
limited in the number of variables, loops, and
new commands possible. However, these limits
do not distract from its intended purpose. Once
children find the limits of K/ds/ji/jf constraining,
they are ready to go on to learn BASIC or Logo.
Having mastered Kidsfuffiirsi, Ihey will find it
easier to learn other languages.
Karel The Robot
Karel the Robot, by Richard E. Pattis, is designed
for high .school and college students. It teaches
concepts of structured programming and can serve
as an excellent bridge to learning Pascal, a lan-
guage now taught in many colleges and univer-
sities and becoming increasingly popular in high
schools. There is a book about Karel the Robot's
language and a "simulator" for Apple II computers
that lets you explore the language.
Karcl the Robot's world consists of a grid of
streets and avenues, walls which block Karel's
paths, and beepers which Karel can pick up, carry,
and place on street corners. Karel, hke all well-be-
haved robots, obeys simple commands. These
are:
MOVE - go forward 1 block
TURNLEFT - pivot 90 degrees to the left
PICKBEEPER - pick up a beeper
PUTBEEPER - put a beeper on a corner
TURNOFF - end the program
In addition, Karel's language contains control
elements for repeating instructions (the Pascal
ITERATE-TIMES and WHILE-DO commands),
conditional tests (IF-THEN-ELSE), and grouping
instructions into blocks (BEGIN/END). It also lets
you define new instructions. These are some of
the most important elements of Pascal, and Karel's
language also uses Pascal-like syntax.
The Karc! the Robot book contains six chapters
which present Karel's world and language with
example programs, suggested problems, and
valuable information about good programming
practices. The book is very well done and can be
used without the simulator. However, the
simulator adds a great deal.
The Karel simulator has a number of excellent
features. After you enter your program, it is
checked for syntax errors, and useful diagnostic
messages are given. There is even a spelling check
routine - for example, if you type "MIVE" the
computer will display a message saying "I AS-
SUME YOU MEAN MOVE". Once your program
is syntactically correct, you can create the world
in which you want Karel to run your program.
You assign Karel a starting location and
specify the locations of walls and beepers. You
then have many options as to how to run the pro-
gram. For example, you can select high, medium,
or low speed, and you can have Karel leave a trail
as he moves. Karel's world is stark, with Karel
looking like an arrowhead on the screen. But
watching Karel move clearly shows how your
program operates.
A "monitor mode" option is an extremely
valuable learning aid. In this mode, you can con-
trol exactly how Karel proceeds through your
program. You can tell Karel how many steps to
execute; he does so and then pauses for your next
command. At any point you can tell Karel to run
the program in reverse, display each command as
it is executed, run the program until reaching a
specified command, and use other options which
make it easy to analyze and debug programs.
Karel the Robot is a well-designed, gentle in-
troduction to programming, as well as a solid
stepping-stone for people interested in learning
Pascal.
Course disks, which contain solutions to all
the problems in the Karel book, arc available for
$150. The Karel the Robot book, published by John
Wiley and Sons, is also available separately.
Kidstuff
Thotims R. Sniilli
P.O. Bo.x345
Dedham, MA 02026
$59.95 cassette
$69.95 difl: (inc!udin<^ backup)
Karel The Robot
Cybertwnics
999 Mount Keinblc Ave.
Morristowii, Nj 07960
$85
MEMOREX
nXXIBLB DISCS
WE WILL NOT BE UNDER-
SOLDH Call Free (800)235-4137
for prices and Information. Dealer
inquiries invited and COD.'s
accepted.
PACIFIC
EXCHANGES
100 Foothill Blvd.
San Luis Obispo, CA
93401. InCal, call
1800) 592-5935 or
(805) 543- 1037
OKIDATA PRINTERS
■MICROLINE 80, 82A, OR 83A
FOR
COMMODOItE64c
commodore VIC- 20
D E A L ER S INQUIRIES ENCOURAGED
OKIDATA
rdbec,mc.
ROUTE 309 a1 SWARTLEY RQAO
LINE LEXINGTON, PA 18932
(215) 8 2 2-0700
JonuaiY.1983 COMPUni 123
Micros With The Handicapped
Susan Semancik & C. Marshall Curtis
Developing A
Communications Program
This is Part 3 of a series ofcohiiiiiis to help the ba)idi-
cnpped coiiuniiuicntc. The pro'^nnu is for tlw Apple,
PET, and VIC.
The following outline shows the progress we've
made so far in developing a program to help non-
verbal, motor impaired individuals in their com-
munication needs:
I. Introduction (COMPUTE!, April 1982)
II. Menu setup (COMPUTE!, June 1982)
III. Selection process
A. Menu selection
1. Menu storage
a. Subscripted variables
b. DATA lists
c. Screen values
d. Peripheral devices
e. Memory blocks
2. Multiple menus
a. Access
b. Display
Selection Of Menu
Example 9 uses subscripted variables and adds
lines to the programs of Example 8 (June, 1982) in
order to display a chosen entry of the menu at the
top of the screen. The user indicates an entry by
giving its menu row number and column number
(menu row numbers start at one and increase
from top to bottom, and menu column numbers
start at one and increase from left to right).
In general, the following changes to Example
8 will produce Example 9: change lines 5, 25, 70,
and 130: and add lines 300, 310, and 360. Also,
the menu is changed so it will fit on all three com-
puters. Example 9 will work on the VIC if W is
changed to 22 in line 20. The Apple computer
124 COMPUTH January, W83
requires the following changes.
10 TEXT: HOME: REM CLEAR TEXT SCREEN
75P = S(C) + TP
95IFBR = 0THENTP = TP + W:1F TP>39 THEN
TP = 0:REM UPDATE TAB IF LINE ENDS WITH
NOLF
300 VTAB 2: INPUT"ROW #, COLUMN #? "
;RN,CN: REM INPUT ON 2ND LINE
310 VTAB 1: PRINT M$(RN,CN): REM DESIRED
MENU ENTRY PRINTED ON TOP LINE
Since most home computers use memory-
mapped video, when you PRINT characters on
the computer's display screen, these characters
are stored as screen values in a block of memory.
Usually, changing the values within this block of
memory will change the screen contents faster
than using PRINT commands will.
If you PRINT a menu to the screen from DATA
statements, as is done in Example 9, you actually
have the menu stored in memory twice: once with-
in the program storage area of memory, and once
in the video-mapped area of memory. If you also
save the menu using subscripted variables, then
you've increased the memory areas to three, since
it is now also stored in the variables-storage area
of memory. This can be disastrous if your com-
puter has only a small amount of memory and/or
your program or menu is large!
Entry Selection
We can eliminate subscripted variables by using
the RESTORE statement to pick the words out
from the program's DATA statements when we
need them. This is implemented for the PET and
VIC computers in Example 10, which lists the
changes to be made to Example 9. Make the same
changes to the Apple version of Example 9, along
with the following change:
350 READ MS: VTAB 1: PRINT MS: REM DESIRED
MENU ENTRY PRINTED ON TOP LINE
This program also allows an entry to be
selected by its menu row and column numbers
and displayed at the top of the screen. The ad-
vantage here is that no extra memory is required
to store the entries as would be needed by using
subscripted variables. The disadvantage is that no
other DATA statements can be read in the program
without careful checking on where the RESTORE
and rereading have left the DATA pointers.
Note that previous non-menu DATA entries
are bypassed in line 310 of Example 10. If there
had been any non-menu DATA entries needed
after the menu selection, we would have had to
read through the rest of the menu to get to the
right DATA statement after it. (Some computers
don't have this problem, since their extended
BASIC allows restoration to a particular DATA
statement.)
An alternative to the use of the RESTORE
statement and its possible DATA pointer problem
is to pick the selected menu entries from the video-
mapped area of memory. This will, however,
cause loss of program mobility between different
home computers, since this area of memory is not
a standardized location. This can be seen by
examining the differences between the versions
of Example 11, which uses the PEEK statement to
pick up the screen values of the selected entry,
and uses the POKE statement to display the entry
at the top of the screen. In particular, the VIC
needs to add the following lines, the last of which
is used to set the color register for text to be visible
when POKEing the top line of the screen:
130 SP == 7680; P = SP -H (SR-1)*W: GOTO 300
312 CL = PEEK(646): FOR I = 38400 TO 38422: POKE
I,CL;NEXTr
The Apple also needs to add the following lines,
the last of which is used to help account for the
non-linear mapping of the screen:
130 SP = 1024: GOTO 300
312 R = SR + RN-1 -f (RN-irBR: REM R = SCREEN
ROW#
315 PI = SP + 128*(R-l)-984»INT(R/8) -I- 980*INT(R/24)
The DATA statements in Example 11 are used
only once to initially display the menu. We should
be able to save this memory space by eliminating
the DATA statements and entering the menu
directly to the screen from peripherals, such as
tape recorders or disk units. This concept will be
further explored in our next article.
Example 9: For the PET computer - displays a menu
by rows from DATA statements, and uses subscripted
variables to allow a user to select by menu row and
column numbers an entry for display at the top of the
screen,
5 BEM EXAMPLE 9A) PET COMPUTER
10 PRINT CHRS (147) ; :REM CLEAR TEXT SCREEN
2 0 W=40:RH=6:BR=l:CH=4:BC=l;RI=2:SR=3:SC=l!RE
M SET MENU PARAMETERS
25 DIM S(CM) ,L(CM) ,MS (RM,CM) :S(1)=SC
30 DATA 3,3,5,8:REM COLUMN WIDTHS
35 IF CM=1 THEN 50
38 REM CALCULATE STARTING POSITION OF EACH CO
LUMN
40 FOR 1=2 TO CMjREAD L (I-l) : S (I ) =S (I-l) +L ( I-
1}+BC:NEXT I:READ L(CM)
50 IF SR=1 THEN 70
60 FOR X=l TO SR-1:PRINT:NEXT X:REM POSITION "
CURSOR TO 1ST HOW OF MENU
65 LP=S(CM)+L(CM)-1:IF LP>W THEN 200
70 TP=0:FOR R=l TO RM:FOR C=l TO CM:READ MS:M
S (B,C)=M5
75 P=S(C)-1+TP
80 PRINT TAB(P) ;M$; :NEXT C
90 IF S(CH)+LEN(M$)-1<W THEN PRINT:TP=0 :G0T01
00: REM WRAPAROUND ADVANCES A LINE
95 IF BR=0 THEN TP=TP+W:IF TP>a7 THEN TP=a:RE
M UPDATE TAB IF LINE ENDS W/NO LF
100 IF BR=0 THEN 120
110 FOR B=l TO BR;PRINT:NEXT B:REM SKIP BLANK ~
ROWS BETWN COLUMN ENTRIES
120 NEXT R
130 GOTO 300
139 REM ENTER DATA BY ROWS
140 DATA DR. ,IS,C0LD,INGEDS12
145 DATA I, AM, WHEN," AOTFH34"
150 DATA VOU, ARE, DRINK, .ULHCP56
155 DATA MOM, EAT, WANT, ?MyWKB78
160 DATA DAD,NO,TIME,",VJQZX90"
165 DATA HOT, YES, SLEEP, ";$%() '+-"
200 PRINT "MENU SIZE ERROR!":END
300 PRINT CHR$(19) :INPUT "ROW #, COLUMN #"; RN
,CN:REM INPUT ON 2ND LINE
310 PRINT CHR$(19) ;MS (RN,CN) :REM DESIRED MENU ~
ENTRY PRINTED OK TOP LINE
360 GOTO 360:REM DISPLAY ISN'T DISTURBED UNTIL
USER BREAKS PROGRAM
Example 10: For the PET computer- changes to Ex.
9, so RESTORE can be used instead of subscripted
variables.
25 DIM S(CM> ,L(CM) :S{1)=SC
7 0 TP=0:FOR R=l TO RM:FOR C=l TO CM: READ M$
310 RESTOREjFOR 1=1 TO CM:READ N:NEXT I:REH BY
PASS PREVIOUS DATA
315 IF RN=1 THEN 330:REM BYPASS PREVIOUS MENU ~
ROWS
320 FOR R=l TO RN-1:F0R C=l TO CM:READ M9:NEXT
C:NEXT R
330 IF CN=1 THEN 350:REM BYPASS PREVIOUS COLUM
N ENTRIES
340 FOR C=l'TO CN-1:READ M?:NEXT C
350 READ MS:PRINT CHR$ (19) ; M$ : REM DESIRED MENU
ENTRY PRINTED ON TOP LINE
Example 11: For the PET computer- changes to
Ex. 10, so PEEK and POKE can be used instead of
RESTORE.
129 REM SP=STARTING MEMORY AREA FOR SCREEN, P=
STARTING SCREEN POSITION FOR MENU
130 SP=32768:P=SP+(SB-1) *W:GOTO 300
310 REM P1=STARTING SCREEN POSITION FOR DESIRE
D ENTRY
315 P1=P+(RN-1)*W+(RN-1)*BH*W
320 P1=P1+S(CN)-1
330 HEM P2=ENDING SCREEN POSITION FOR DESIRED ~
ENTRY
340 P2=P1+L(CN)-1
350 J=0:FOR I=Pl TO P2:P0KE SP+J ,PEEK (I) : J=J+1
:NEXT I ^
Januoiy. 1983 COMPUH! 125
Christmas
Bird
Count
Jean B. Rogers
Eugene, OR
Personal computers can make any hobby more re-
warding. Here's how a PET contributed to the author's
bird loatching, along with some hints on effective pre-
planning when writing large programs.
Every year, during a two-week period near Christ-
mas, thousands of bird watchers spend whole
days surveying all the birds around them. This
event, the annual Audubon Christmas Bird Count,
provides large amounts of information about bird
populations throughout North and Central
America.
The first Christmas Bird Count (CBC) was
held on Christmas Day, 1900, when 27 birders
noted all the birds they saw during the day. Those
birders covered 25 different areas, mostly in cities
in the Northeastern USA. CBC's have been held
every year since then; currently about 34,000 bir-
ders survey nearly 1360 different count areas each
year. Results from these CBC's are submitted to
the National Audubon Society and are published
in its journal, American Birds.
In 1979, my teen-aged son and my husband
decided to establish a CBC in the area near our
home. Port Orford, Oregon. To initiate a CBC, a
circular area 15 miles in diameter is chosen, sepa-
rate from an existing CBC area. This circle is then
subdivided into sections, and a group of people is
assigned to scour each section, recording every
bird identified by sight or sound. Each group tal-
lies the birds according to the number of each
species seen. After the count, the number of dif-
ferent species seen by each party of observers and
the number of species seen by the total group are
counted. For CBC's held in 1979, these totals var-
ied from the Atlantic area of the Panama Canal
Zone with 320 species, to Bethel, Alaska, with 4.
A reasonable expectation for the Port Orford area
is 100 to 120.
Additionally, the observers record the
number of individual birds of each species seen
on the count. For some species such as Screech
Owl, only one individual might be found in the
whole count area. Others, like the American Robin
126 COMPUni Januorv.1933
or the Common Murre, might be tallied in the
thousands. The main data processing task related
to a CBC thus is a tabulation of sums of species
and individuals seen. A count report including
this information is provided for each participant
in the count as weU as being sent to the National
Audubon Society.
Since we wanted an easy-to-read, attractive
report, and needed to do some simple numerical
calculations, 1 concluded that this would be a very
reasonable task for a microcomputer using BASIC.
1 had available a PET with 8K of memory and cas-
sette for storage, and a CBM printer. We designed
software that worked successfully for the 1979
Port Orford CBC and have used the same pro-
grams for CBC's since.
Designing The Project
I think that many amateur programmers have a
bigger problem analyzing the project they've un-
dertaken than they do coding it. Thus, I propose
to explain how I attacked the problem rather than
to provide the BASIC code I used. While the code
might be useful to some people with projects very
much like mine, the information on problem
analysis will possibly be helpful to many people
with a wide variety of interests.
The first step in working on the project was
to sit down with my son and find out specifically
what information he wanted on the output report,
as well as approximately what he expected it to
look like. The report would essentially consist of
a list of the names of birds seen on the count, the
number of individuals of that species seen by
each of the parties (people assigned to a sub-area
of the count circle), and the total seen by the whole
group.
In discussing the report, we realized that,
with little additional work, we could produce a
field form for use on the count. This is a recording
sheet listing the birds one might expect to see,
with spaces for tallying the number of individuals
of each species seen. Each party has one person
designated as recorder who keeps track of the
tallies. On the field form and on the final report,
birds are listed in phylogenetic order. This is a
standard order based on evolutionary progres-
sion, and is used in field guides, ornithological
research, and scientific documents.
So the overall task was divided down into
subtasks: build a bird list, tabulate the results of
the count, print the report. A basic list of the birds
one might expect to see in our area, then, was the
first thing we would need. Having this list on a
separate file stored on a tape would make it easily
available for whatever future need we had of it.
The Master Bird List
The program to build the list and store it on the
YOU ARE GOING TO SMILE!
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Business System Buyers Guide. Th^s gutde
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Using Micros in Business. Essertjal back-
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Home Computers: Beginners Glossery £
Guide. Terminology number systejTis.symbols
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Why do YOU need a Personal Computer?
Learn the lOO's pt e\*eryday applicatjons,
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Playi ng the Stock A Bond Markets w/ Micros-
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GENERAL INTEREST BOOKS
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All the basic math tact s.technique5,S concepts
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Micro's and the 3R'b. This book educates the
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4410-005113 192 pages S 9.75
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1001 Thi ngs to do with your Persona I Com p
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VIsicalc': Home & Office Companion. A
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46&5-OOOO50 182 pgs,l2 illus S15.99
WordStar Made Easy. In 14 east lessons this
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5664-000069 1 25 pages SI 1 .95
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rs030A Guide to Atari '400/8OO Computers
ProuiOes krvaluable matenat tor Atarj" users.
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PAINT. Create paintings oi your own on the
400/ 900 Systems Both begmmgand pro levels
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The Atari ^Assembler. Master assembly lang-
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4105-000002 120p9es S19.95
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101 Color Computer Programming Tips &
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LANGUAGE BOOKS
Introduction to BASIC Extremely popular in*
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50 More Programs in Basic for the Home,
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BASIC Programming Primer. User-fnendly
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Beat the Odds. Micro simulation of Casino
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Introduction to Texas Instrument BASIC
A must for any Tl ' owner
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MINEFIELD, A game tor the 5K Vic 20
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Ten Little Robots I ATARI) J12.95
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cassette was very simple.
1. Open the cassette file for writing
2. While there are more birds to go onto the
list
2. 1 Input a bird name
2.2 If the name does not have typos
2.2.1 Then write the name on the tape
file
2.2.2 Else request re-entering that bird
name
3. Close the file
We'd need to be able to make changes in the list
when the count results were being tabulated as
some unexpected birds would appear, and other
expected ones would not.
For creating the field form, however, this list
would be used directly. We wanted the complete
form to fit on one page for convenience in the
field. By reading the whole hst into an array in
memory, then printing the list in two columns,
one from the beginning of the array and one from
the midpoint of the array, all the names fit on one
sheet.
There was even space for eight unexpected
birds to be noted on the bottom of the form. To
divide up the tally space, a row of dashes was
printed in front of each bird name. The procedure
was this:
1. Initialize array space for names
2. Initialize dash string to correct number of
dashes
3. Open name file
4. Read complete list into array
5. Close name file
6. Specify format to printer
7. While more copies of the form are needed
7.1 For number of birds from one to half of
total
7.1.1 Print dash string; bird name
(counter); dash string; bird name
(counter + halfnumber)
7.2 Print four hues of pairs of double-dash
strings
By using the formatting capability of the CBM
printer, it was easy to line up the strings in even
rows. This could have been done by padding the
name strings with blanks so they would be an
even length, as I did later in this project, doing
the report.
Processing The Results
After the day of the count we were ready to tabu-
late the data that had been collected. The primary
subtasks of the tabulation and report writing pro-
cess were these:
1. Get the bird list and edit it
130 COMPUni .onuary.wea
2. Input the numbers of species seen by party
3. Calculate the cross totals and species
counts
4. Print the report
5. Save the data for future use
Each of these would be divided further.
The list of names of expected birds was stored
on a cassette tape, but some of these birds had
not been found on the count day, while a few
unexpected others did appear. Using a simple
editing program, we read in the original list and
wrote out a new list of all the birds sighted on
that year's count. The procedure was this:
1. Initialize an array for the names
2. Open the master list file
3. Read names into the array
4. Close master list file
5. Open list file for this year
6. While not at end of list in array
6.1 Print next name on list for user
6.2 If a new name should be inserted
before next name
6.2. 1 Then accept input of name to be
inserted
Write new name to year file
6.2.2 Else if next name should he kept
Then write name to year file
Move to next name
7. Close the file with this year's list
This procedure deletes birds not seen by simply
skipping over them and not writing them on the
current year list file.
The next step required entering the data on
sightings of each bird by each party. The input
mechanism I chose for this portion of the project
was the READ-DATA combination. With this
method, the data is specified in the program in
non-executable statements that look like this:
2001 DATA 5,0,4,14,6,3,9
They are read by an executable statement (READ)
elsewhere in the program. I think of this method
as attaching a data file onto the end of the program.
When using a PET, there is a very good reason
for doing this: the PET screen editor.
The built-in editor on Commodore computers
is very flexible and easy to use, not only for cor-
recting typos, but also for duplicating lines or
parts of lines. I find that entering a lot of numerical
data is hard to do accurately, even when using a
number pad. If such data is being input interac-
tively, the user must be asked to confirm each
item for correctness, making data entr}' very
boring.
Using the screen editor, however, makes it
relatively painless to get a complete set of correct
data via DATA lines within the program.
For this project, we needed the number of
birds of each species seen by each party. I used
one DATA statement for a set of three birds, with
the line numbers of the statements keying back to
the birds on the list. I then ran the program to
combine the names from the cassette file with the
data on the sightings.
1. Open name file
2. Initialize array for names
3. Read in names
4. Close name file
5. Open results file on cassette
6. For birds from 1 to end of list in array do
6.1 Read a set of data from the sequential
DATA statements
6.2 Get the next name from the array
6.3 Write the name plus the data to the
results file
7. Close results file
By now you have noticed that 1 write inter-
mediate steps of my processing out to cassette
files frequently. This is not because I enjoy waiting
for the tape read and writes. It is my insurance
against radical loss. I am cautious enough about
my machine and the perfection of my programs
that I never want to get too far away from my last
plateau. Additionally, by dividing the total project
into chunks, each of the parts did not come up
against the size limitation of 8K memory, while a
program to do the complete project undoubtedly
would have.
Creating The Report
The next step was to actually process the data.
This cycle, I read each line of data including the
name from the cassette file and processed the
numbers in it. I then packed it into a string variable
and put it temporarily in an array. It was necessary
to do this in sections because the memory is in-
sufficient to hold the complete set of data in the
array.
This was still quite convenient, though, be-
cause we found that 25 lines of data, plus a head-
ing, fit nicely on a page for the report. We pro-
cessed it in units of this size, ending up with a
report with five pages of results (see the chart).
After each set of 25 was processed, we printed
the needed number of copies of that page of the
report, then proceeded to the next. The last page
was somewhat different because of the totals, but
the general process was this:
1. Open input file
2. Initialize
a) a string array of 25 elements
b) an eight-element array to read the data
into (seen)
Bird Count Results
NUMBER SEEN
BV PARTY
1
Z
3
4
3
6
TOTAL
connoN LOOM
- B
3
0
a
0
1
4
ARCTIC LOOM
- 0
0
0
1
0
1
Z
RED-THROftTED LOON
- I
m
0
4
3
1
9
LCIQM SP.
- 0
40
0
1=
0
0
55
RED-NECKED GREBE
- 0
e
0
1
0
1
2
HORNED GREBE
' 15
2
0
5
0
2
24
EARED GREBE
- Z
e
0
1
0
0
3
WESTERN GREBE
- 6
2
0
4
0
2
14
PIED-BILLED GREBE
- e
7
0
2
1
14
24
DBL-CRSTB CORMORANT
- 2
JZ
1
2
1
1
19
BRBNBT'S CORMORANT
- e
0
0
2
0
0
2
PELABIC CORMORANT
- e
I«
0
61
0
8
83
GREAT BLUE HERON
- 3
2
3
3
I
1
13
GREEN HERON
- e
e
0
0
0
1
1
BBEAT EERET
- 0
B
0
0
1
1
2
CATTLE ESRET
- 1
0
0
0
2
0
3
WHISTLING SWAN
- e
e
0
0
1
0
1
GOOSE SP.
- e
20
0
0
0
0
20
MALLARD
- 2a
0
37
0
0
0
65
QADWALL
- a
4
0
0
0
0
&
PINTAIL
- a
ZB
0
0
0
0
2B
GREEN-WNGO TEAL
- A
10
0
2
0
0
IB
AMERICAN UIGEON
- B
0
Z3
0
e
2
33
R INS-NECKED DUCK
- 3
0
0
a
e
10
13
CANVflSBACK
- 1
0
0
0
0
2
3 .
VaXO«-RMPD WARBLER
- 7i
34
5
4i
1
650
B12
PALM WARBLER
- 1
0
0
0
0
0
1
HOUSE SPARROW
- 25
0
0
0
0
20
45
WESTERN MEADOMLARK
- 2e
0
3&
72
12
0
140
REDWINGED BLACKBIRD
- 0
0
100
0
b
0
106
BREWER'S BLACKBIRD
- 3
0
5
0
13
40
61
HOUSE FINCH
- 1
0
B
0
0
6
19
PINE SISKIN
- li
0
a
0
0
5
21
ANERICAN GOLDFINCH
- 0
0
0
3
0
S
8
RED CROeSBILL
- 0
0
13
0
0
0
13
RUFQUS-SIDE TOWHgE
- 7
2
5
2
t
I
ta
SAVANNAH SPARROW
- e
0
0
12
0
0
12 .
ORESON JUNCO
- 43
>3
70
30
36
S3
263
WHITE-CRNO SPARROW
- 53
e
3a
21
13
10
133
60LDN-CRND SPARROW
- 3
0
0
1
0
0
4
FOX SPARROW
- 7
4
11
21
0
4
49
LINCOLN'S SPARROW
- e
0
0
1
e
0
t
SONS SPARROW
~ 17
It
4
3S
1
9
77
LAPLAND LONBSPUR
- 0
0
0
3
«
0
3
SPECIES SEEN
- 56
S4
45
74
3S
61
ns
TOTAL INDIVIDUALS SEEN- U944
Januafy.19B3 COMPUH! 131
c) an eight-element array to count species
seen by party (count)
3. Create the heading strings
4. For the first hundred birds (four sets) do
4.1 For 25 data lines do
4. 1 . 1 Read a data line (name and eight
numbers into seen (party))
4.1.2 For each of the eight parties
4. 1 .2. 1 If bird seen by the party (not 0)
Then increment count (part) by 1
4.1.3 Sum numbers seen across the eight
parties
4.1.4 Make strings of the numbers seen
and the total
4.1 .5 Build a string of the name, number
strings, total string
4.1.6 Place this output siring in the
string array
4.1.7 Accumulate grand total of num-
bers seen
4.2 For the number of copies of the report
needed
4.2.1 Print heading
4.2.2 Print the set of 25 output lines
4.3 Write the set of 25 output lines to a file
The process was repeated in a similar manner
for the last page. Here there were fewer data lines,
and at the bottom of that page, the total number
of species seen by each party and the grand total
of individuals and of species seen were printed.
When building the output string, the name
and number strings were padded with blanks,
effectively formatting the printed output. BASIC'S
string functions make this quite simple, and
storing in one string array again saves space in
memory.
Using these programs, we have been able to
get reports out to participants within a week of
the count. We have been pleased with the quality
and attractiveness of the reports, as well as appre-
ciating the use of our personal computer to make
another hobby, birding, even more enjoyable. ©
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Commodore-64 Support Tool
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132 COMPUTE! Januaiy, 1983
PRODUCTS FOR ATARI* 400/800
FROMELCOMP
ATARI BASIC - Larriinq by Usfifl
An e^celteni book for tfw begfnnef. Wany ihon (xograms |
and learning e^ercisei All unponant features o1 Ihe ATARI
computeri aiB OOiCttbefi Iscreen diBwing;, ipecial sounds,
keyi. Derfd'ej. jov^ticks. specialized screen rouiines.grBphics,
sound applicaiioni. peekt. poltes. ^aitd special fiutll Also |
suMft^ions are made that challenge you la change erd write
program ruutinei.
Ordw #1M B7.95
GtniH for lh« ATARI Computar
This book des^yibes achanced programmir^fl TKhniQuei like
plaver-miaila-flraphics and use of ihe hardware-registers
Conlaini mafi^ fe»dy 10 run programs in BASl^C arid orw
called GUTMFlGHT in machir^ lartguage.
Orttar#lBa *7.9S
.•.
Prt>gram>niiTig in 6502 Mschin* LtngilBt on ytwrPET+CBM
2 compleie Ed^Io^/Ass*mbEe^s (Source code 3 hoxdiimp +
desCTipIion plui a powerful rTWCfiine language monrlor
(Hexdumpl 1
Ord*r#l6« S1S-B5
How la pfooram youi ATARI in 6502 m«ctiina ■ar>gussa
Introductiort to machin* lan^uaga lot th4 8A5IC programmar |
OrdBr#l6g ft9.*5
SOFTWARE IN BASIC FOR ATARI
Invoice Writing for Small Bu«in«»
This program ruakes writing invoiceiMiy. Store vqmt !
products in DATA statements with order-numbcf,
description, and price. The program later retrives the
description and price matching to the entered order-
number. The shipping cost and the discount may be I
calculated automatically depending on the quantity
ordered Or entered manually, Ths description to the
program tellj you ^^ow to change the program and
adapt it to your awn needs. Comes with a couple of
invoice forms to write your first invoices on to it.
Order # 7201 canettA venion S2d.9B
Ordsf #7200 diik veniod S39.95
Mailing Lift
This menu driven program allows the small business
man to keep track of vendors and customers. You can
search for a name or address of a rariain town or for
an address vt;ith a certain note. 50 addresses are put
into one file.
Order #7212 canatto version X19.95
Order #7213 disk version X24.9S
Inventory Control
This program is menu driven. U gives you the
following options: read/store data, define items,
entry editing, inventory maintenance (incoming-
outgoing), reports. The products are stored with
inventory number, manufacturer, reorder level,
present level, code number, description.
Order #7214 cassette version S19.S5
Order #7216 disk version S24.^
Programi from Book # 164
The programs from book no. 164 on cassette. (Book
incliKJed)
Order #7100 S29.00
Game Psckape
Games on cassette. (Bomber, tennis, smart, cannon
fodder, etc.)
Order #7216 _^ S9J5
„icr<.c«nii«W
Mcrecompgtar Hardwara
Handbook 1645 pages)
OescHptions. ptnouls ard |
aseclficfltiom of the
■miosi popular rrticrooro-
ixaon iir^d supcorr {
chfps.
A MUST for ihs hard
ware buft.
Ord*r'No. 29
Care and Feeding at the Commodore PET
Eight chapters exploring PET hardware. Includes
repair and interfacing information. Programming
tricks and schematics.
I Order #150 19.95
Pavmeni: check, mone/ order, VISA, MASTER.
CHARGE, EuroschccV.
Orders trom ouUide USA: Jdd 16% shipjing. CA
feiidenn add 6.5% ta«
"ATARI is 3 registered trademark d( ATARI Inc.
*VIC.20 is a registered trademark of Commcdore
SOFTWARE IN MACHINE LANGUAGE fof ATARI
ATMONA-1
This is a machine language monitor that provides you
with the most important commands for protjramming |
in machine-language. Di^atsembte, dump [hex and
ASCIII, change memory location, block transfer, fill
memory blocit, save and load machine-langjage pro-
grams, start programs. Printer option via three
different interlaces. I
Order #7022 cassette version £19.95
Order #7023 disk version S24.95
Order # 7024 cartridge version K59,00 '
ATMONA-2
This is 3 tracer (debugger) that lets you explore the I
ATARI RAM/ROM area. You can stop at previously
selected address, opcode, or operand. Also very
valuable in understanding the microprocessor. At
each stop, all registers of the CPU may be changed.
Includes ATMONA-1. '
Ordef -7049 casucte version t49.95
Order #7050 disk version S&4.00
ATMAS
Macro- Assembler for ATARl-800/4ak. One of the
most powerful editor assemblers on the market.
Versatile editor with scrolling. Up to 17k of source-
Code. Very fast, translates 5k source-code in about 5
seconds. Source code can be saved on disk or cassette.
(Includes ATMONA-11
Order #7099 disk venton S89.00
Order #7999 canrirfge version J129.00
ATAS
Same as ATMAS but without macro-capability.
Cassette-based.
Order#7093 32k RAM 349.95
Order #7998 4«k RAM S49.95
ATEXT-1
This wofdprocessor is an excellent buy for your
money. It features screen oriented editing, scrolling,
string search (even rkested), left and right margin
justification. Over 30 commands. Text can be saved
on disk or cassette.
Order #7210 cauatts version S29.95
; Order #7216 disk version S34.9&
: Order #7217 cartridge version S69.00
I GUNFIGHT
This game (8k machrne-languagel needs two foystieks,
' Animation and sound, Two cowboys fight against
I each other. Comes on a bootable cassette.
Order #7207 J19.95
FORTH for the ATARI
FORTH from ELcomp Publishing, Inc. is an extended
Fig-Forth-version, Editor and I/O package Included.
Utility package includes decompiler, sector copy, Hex-
dump (ASCIH, ATARI Filehandling, total graphic
and sound, joystick program and player missile.
Extremely powerful
Order #7055 diik S39.95
Floating point padiiage with trigonometric functions
(0 - got*).
Order #7230 disk £29.95
Learn-FORTH from Elcomp Publishing, Inc.
A subset of Fig Forth for the beginner. On disk
(32k RAM) or on cassette (t6k RAM).
Order #7053 £19.95
Expansion boards for the APPLEtll
Tha Cuttoni AppJ* '+- Dthtr Myifari*!
A comdeTe gui-de to cjsiomizina ihe
Apple Safiwai-e und Hard-Asre
Ordar-No. 6&d t34^S
We also jrock the boards which are
used in the book "The Cusram
AppJu " lUirubordil
£523 1/0 Board No. 606 i39.00
EPROM Burner No. 607 149.00
aKEPnOM/RAM Board ,
No. B09 129.00
I Prototyping bovd for tha
I Apptall Ko.e04 S29.00
SToi repuitar ba»rdfof iha Appla II ho, 606 S49.O0
Ortler Tw^i hTiard^ ind oei The DOOli f'*^ '
COMING SOON I ORDER NOW i
A LdOk in tha futur* mih your ATARI
(Astrotogv and how to do your oi'i/n horoscope on The I
ATARI 800. Orctor No. 171 S9,95
FORTH on Tha ATARI - L«armng by U*ing
OntorNo. 170 g?.^
ELCOMP PUBLISHING, INC
53 Redrock Lane
Pomona, CA 91766
Phone: 17141623 8314
Software
for
ATARI
VIC-20
OS!
SINCLAIR
HardwarB - ADD-ONS for ATARI
[printer INTERFACE
I This constrirciiofi articio comes with printed circuit
I board and software. Yqu can use the EPSON printer
I without the ATARI printer interface. (Work! with
I gameports 3 and 4] .
Order #7Z11 »19-95
I RS-232 interface for your ATARI 400/800
I Software with connector and construction article.
I Order #7291 S19.95
I EPROM BURNER for ATARI 404/800
I Works with gameports. No additional power supply
1 needed. Comes compl. assembled with software
1(2716,2732,2532).
I Order #7042 J179.00
I EPBOM BUHNER for ATARI 4OQ/S00 KIT
I Printed circuit board incl. Software and extensive
I construction article.
I Order #7292 »49.00
EPROM BOARD ICARTRIDGE)
I Holds two 4k EPROMs (2532). EPROMs not included.
I Order #7043 »29.9S
EPROM BOARD KIT
I Same as above but bare board only with description.
Order #7224 *14.95
ATARI, VIC-20, Sinclair, Time* and OSI
New - for your ATARI 400/BOO
Astrology and Biorythm for ATARI (cass. or disk). I
Order #7223 E29.95|
Birth control with the ATARI (Knaus Oginoj
Order#7222 cass. ordisk £29.951
8ao)<s + Software for V IC-20 (requires 3k RAM Exp. 1 1
#4870 Wordprocsssorfor VIC-20, 8k RAM S19.95I
#4883 Mailing List for VIC-20, 16k RAM £14.951
#141 Tricksfor VICs-The VICstoryProar. S9.95I
#4880 TIC TAC VIC S9,95l
#4881 GAMEPACK lOGameil 814.951
I #4885 DualJoystick Instruction 39.95 1
I INPUT/OUTPUT Programming with your VIC
I Order #4886 S9.9S I
#4896 Miniassembler lor VIC-20 S19.9S
#4881 Tennis, Squash, Break S9.9S |
#4894 Runfillfor VIC S9.95 [
Universal EKperlmenter Board for the VIC-20
(Save money with this great board). This board |
plugs right into the expansion slot of the VIC-20.
The board contains a large prototyping area for your I
own circuit design and expansion. The construction f
I article shows you how to buii'i vrur own 3k RAM
I expander and ROM -board.
I Order #4844 118.95 j
Software tor SINCLAIR ZX-ai andTIMEX 1000
#2399 Machine Language Monitor S9.95|
#239S Mailing List 219.9sl
Programming In BASIC and machine language with I
the ZX-81 (82) or TIMEX 1000.
Order #140 (book) S9.g5|
Books for OSI
#157 The First Book of Ohio 87.951
#158 The SeconC Book of Ohio $7.95 I
#159 The Third Book of Ohio S7.95I
# 1 60 The Fourth Book of Oh io S7 .95 1
#161 The Fifth Book of Ohio 87.95 I
I # 151 8K Microsoft BASIC Ref. Man. £9.95 I
# 1 52 Expansion Handbook lor 6502 and 6802 £9.95 [
#153 Mtcfocomputer Appl. Notes S9.95 |
Complex Sound Generation
New revised applications manual for the Texas I
i Instruments SN 76477 Complex Sound Generator. [
Order #154 tG.95|
I Smalt Busirsess Programs Order #156
Complete listings for the business user. Inventory,
I Invoice Writing, Mailing List and much more. Intro-
I duction to Business Applications. £14.90 I
High Resolution Turtle Graphics
Connecting The Strobe Pen Plotter To Apple Turtle PILOT
David D Thornburg, Associote Editor
There comes a time when most users of turtle
graphics wish they could get higher resolution
pictures than those shown on the display screen.
The easiest way to accomplish this is to connect
the computer to a graphic pen plotter. Pen plotters
have been available for many years, but it is onlv
recently that their cost has dropped to the point
that they are affordable to home computer users.
Of the various low-price plotters, the Strobe
Model ion has a price of under S800 (including
Apple interface card and software), and has a
resolution of 0.002 inches in both axes. It uses
inexpensive fine-point pens from the corner
drugstore, and plots on plain SVi x 11 paper. With
special pens, it can also plot directly onto plasHc
sheets for overhead transparencies.
While Strobe provides several application
packages for various business and other graphic
applications, the plotter can also be interfaced to
any program written in Applesoft BASIC. In order
to use the plotter with your own programs, you
must first load the printer driver program (sup-
plied). Since this program resides just above mem-
ory location 35071 and is executed with the
Applesoft CALL command, I have not found a
way to use this plotter directly from Logo. Anyone
who has solved this problem is invited to write
about it!
Modify PILOT
Devout turtlers need not feel depressed, however,
since the Turtle PILOT language by Alan Poole
(published in the September 1982 issue of COM-
PUTE!) is written in Applesoft.
This language system consists of two pro-
grams - an editor for creating PILOT listings, and
a translator that converts the PILOT program to
Applesoft and appends the necessary BASIC
utilities needed to make everything work prop-
erly. To interface the plotter to the language, one
needs only to modify two subroutines and add
one new subroutine to the translator program. To
keep these programs clear, I will show only the
changes that are to be made in the program pub-
lished in Poole's original article. If you used dif-
ferent line numbers in your version, in order to
see where you should put them you will have to
compare these changes with the original listing.
The modifications to the translator perform
13d COMPUrei .onuciiv.1983
three tasks:
1. We must load the plotter driver routine
and initialize the system. Since the routine
starting at line 50000 is used at the beginning
of every translated program, this is where we
will add these tasks.
2. We must add plotter commands after the
screen drawing commands so that our plotted
image will appear at the same time it is being
drawn on the screen. The screen drawing
routine begins at line 55000, so this is where
we will make these changes.
3. Finally, we need to add a routine. that scales
the plot commands for the paper size and
plotter resolution, sets the pen in the up or
down position as appropriate, and ships this
assemblage of data to the plotter for execu-
tion. We will create this routine starting at
line 56000.
Because all the changes are in that portion of
the translator appended to each translated pro-
gram, only one tiny change needs to be made in
the PILOT programs themselves. As im-
plemented, the command G:GOTO x,y will only
be executed when the next G:DRAW command is
given. If you are moving the turtle to a new loction
X,Y with the pen up, you can execute this on the
plotter with the sequence:
G:PEN UP;GOTO X,Y;DRAW 0;PEN DOWN
The function of the DRAW 0 command is to force
the plotter to carry this motion out before setting
the pen down.
Except for the small inconvenience of adding
the extra DRAW 0 commands after each GOTO,
any of your existing PILOT turtle graphics pro-
grams will run on the plotter as soon as they have
been re- translated. I recommend using the original
translator for making sure the picture fits on the
screen and otherwise does what you want. Once
this is done, you can use the modified translator
(called, for example, TRANSPLOT) to generate
the BASIC program that will both draw pictures
on the display and plot them on the plotter at the
same time.
To try out the plotter, I entered the following
PILOT program:
*SQUIRAL
G: CREAL
C:A = 0
*LABEL
GiDRAW A
G:TURN 91
C:A = A + 1
|(A<100):*LABEL
E;
When this was translated and run, I was able to
get a beautiful squiral pattern that was devoid of
the jaggies one gets with a raster display screen.
As you create pictures of your own, you will
want to change pen colors every so often in the
middle of a drawing. An easy way to do this is to
use the following procedure when you want to
change colors:
*QUERY
T:CHANGE FEN AND PRESS RETURN
A:
E:
This will stop the execution of the program while
you change pens. When you are ready to start
plotting again, just press RETURN.
The following figures are but a small indica-
tion of the pleasures that await those of you who
want to increase the resolution of your turtle
graphics.
The changes to be made in the Translator program
of Apple Turtle PILOT include:
1. Set up procedure:
50000 PRINT CHR$(4);"BLOAD PLOT1.8"
50002 HIMEM; 35071
50004 CALL 35081
50006 DIM Q$(25),QS(31)
50008 QP = 1:QX = 0:QY = 0:GOSUB 56000:QP = 0
2. Modify drawing routine:
55004 GOSUB 56000
55045 IF QP = 1 THEN GOSLIB 56000
55060 HPLOT TO QX + 139.0005, -QY + 80.0005:
GOSUB 56000
55070 RETURN
3. Add plotter routine:
56000 XI = 20*(QX + 137.5):YI = 20*(QY + 106.25):
P% = QP + 2
56010 IF XKO THEN XI = XI + 65536
56020 IX% = XI/256
56030 POKE 35085, IX%
56040 IX% = XI-IX%*256
56050 POKE 35084,IX%
56060 I F YI< 0 THEN YI = YI + 65536
56070 IY%=YI/256
56080 POKE 35087,IY%
56090 IY% = YI-IY%*256
56100 POKE 35086,IY%
56110 IF P%<0 THEN P% = P7o + 255
56120 POKE 35088,P%
56130 CALL 35072
56140 RETURN
Note: If you are extremely picky about plotting
accuracy, add the line:
56005 XI = XI*1.0007506:YI = Yin.0198781
Any disk that contains programs generated with
Transplol also needs to have a copy of the Strobe
program P/ofl.8. To copy this program to your
disk, place any Strobe disk in your Apple and
enter:
BLOAD PLOT!. 8
Next, insert your program disk and enter:
BSAVE PLOT1.8',A$8900,L$6E0 €
*IBM-PC *TRS 80-11 •••ATARI
"Quality Computer Producte at Sensible Prices"
EARTH ATTACKERS 19.95
• Gfcal graphics, quick action
• TRS 80-11. wiin Basic
UTILITIES 19.95
• Colleclion of software tools (Printer setup, tile conversion and more)
• IBM PC witn DOS Basic
MAIL LIST and LABEL control program 49.95
• User Friendly
• IBM-PC
BASIC CROSS REFERENCE 49.95
• TRS 80-11 witti Basic
ATARI-400 48K upgrade kit (introductory offer) 99.95
• Simple 1-hour installation
• Everything you need (except soldering iron)
— - -^^^ ■• Micro Systems Exchange ^8^
==== — - -^^ PO- Box 4033 ^mm
= "== _ — = .^^ Concord, CA 9452-1
'Trcidemarh
Inlernatiur^al Business
Mactiines Corp-
'Trademarh
Tandy
Corp.
"Trademark
Ol Atari.
Inc
Jonuaiv,1983 COMPUni 135
Apple Educational Games
Sheila Cory, Chapel Hill, NC
If you are either a teacher or a
parent of young children and
have access to an Apple II +
computer with 48K and a disk
drive, there is some software
available that you should know
about. Produced by The Learn-
ing Company, it's specifically
designed for preschool and
elementary-school youngsters.
This review covers three
packages of programs. The first,
juggles' Rainboiv, is designed for
children aged three to six. The
second. Bumble Games, is for
ages four to ten, and the third.
Bumble Plot, eight to thirteen. All
three packages are well designed,
and the sequence of the material
progresses logically.
Juggles' Rainbow
juggles' Rainbow is a welcome
addition to the small amount of
good software for the preschool,
kindergarten, and first grade
set. Frequently, teachers of very
young children are left out when
computers are discussed in fac-
ulty meetings or workshops,
and feel that there's not much
that can be done with the com-
puter for children who don't yet
have reading skills. It takes great
sensitivity to the particular qual-
ities of children of this age to
produce software that is inter-
esting, challenging without
being too difficult, and educa-
tionally sound, juggles' Raiuboif
shows this sensitivity.
juggles' Rainbow consists of
three programs for children, and
one program for teachers or par-
ish COMPUni Januarv19a3
ents. The children's programs
are Juggles' Rainbow (the name
is used for the entire package
and for one of the programs with-
in the package), Juggles' But-
terfly, and Juggles' Windmill.
The adults' program, called The
Big Question Mark, allows the
setting of options such as
whether sound should be in-
cluded in the program, whether
the child should be given picture
and word or just word clues,
and gives instructions for di-
viding the keyboard into halves
and quarters for some of the
exercises.
Juggles' Rainbow is de-
signed to reinforce the teaching
of the concepts of above and belozv.
The program divides the
keyboard into an upper and a
lower section with a blue strip of
cardboard that is provided with
the diskette. A blue lino appears
on the screen. Children find that
when they depress a key below
the keyboard divider, a colorful
vertical line appears below the
blue screen line, and when a key
is depressed above the keyboard
divider, a colorful line appears
above the screen line.
The next segment of this
program prompts the user to
depress keys above and below
the keyboard divider to color in
outlined bars above and below
the blue screen line. The third
segment allows the child to apply
his skill with above and below to
create a colorful rainbow.
Juggles' Butterfly reinforces
the concepts of left and right.
Again the keyboard is divided
with a provided blue strip, but
this time the division is in a ver-
tical direction, creating a left and
right section of the keyboard.
The program works basically the
same way as Juggles' Rainbow,
but the final segment allows the
child to create a marvelous but-
terfly by applying color to the
right and left sides of the but-
terfly body as keys to the right
or left of the keyboard divider are
depressed.
Juggles' Windmill takes the
learning one step further by
having the child depress keys
above {or below) the horizontal
keyboard divider and to the left
(or right) of the vertical divider.
The culmination of this activity
is the creation of a windmill that
would delight a very young
child.
Luring our four-year-old
visitor, Christopher, away from
his LEGO project to try out these
programs was difficult, but they
quickly absorbed him. This was
not only his first opportunity to
use the programs, but was also
his first time using a computer.
A good deal of adult guidance
was needed to help him figure
out what he was supposed to
do, and to extend the learning.
This program could make ideal
use of a classroom volunteer or
older child whose role would be
to talk through the concepts,
exclaim over the results, and
guide the discoveries made using
the computer.
One problem Christopher
had was keeping the cardboard
keyboard dividers in place. I
recommend that a piece of heavy
blue yarn be used instead of the
cardboard. The yarn could be
placed between the second and
third rows of the keyboard,
rather than over the third row as
suggested in the manual, and
the yarn could be securely taped
in place at each end. A similar
proceciure could be used for the
vertical keyboard divider. Chris-
topher's interest in the activity
lasted about ten minutes, giving
him time to get through Juggles'
Rainbow and begin Juggles' But-
terfly. His enjoyment of the ac-
tivity was evident when he asked
me if he could play the rainbow
game again before he went
home.
Bumble Games
Bumble Games introduces the
delightful Bumble, who is the
central character in all of the
programs in Bmuble Games and
Bumble Plot. The learning objec-
tive in Bumble Games is to teach
the graphing of positive num-
bers. Some of the concepts
covered are also covered in the
MECC (Minnesota Educational
Computing Consortium) game
of Hurkle. The Binnblc Games
diskette contains six programs,
each one progressively more
sophisticated. The sequence is
excellent, extending the learning
by a small degree with each suc-
cessive game.
The program Find Your
Number begins the sequence by
giving practice in finding a
number between zero and five
that Bumble has secretly chosen.
The child is shown a horizontal
or a vertical number line with
the numbers zero to five on it,
and makes a guess. Bumble re-
sponds with a left or right arrow
in the case of a horizontal
number line, and an up or down
arrow in the case of a vertical
number line, indicating whether
the next number guessed should
be more or less than the present
guess. The horizontal and verti-
cal number lines begin preparing
children for an X and Y axis that
they'll see in a later program.
When the number is guessed,
the child gets a colorfxil display
of the number, accompanied by
tones representing the number.
If two cliildren want to play this
game. Bumble will select two
numbers.
Find the Bumble introduces
a four-by-four grid, cleverly dif-
ferentiating the X and Y axes by
labeling one with letters and one
with numbers. Bumble hides in
one of the boxes formed by the
grid, and the child must find
Bumble by naming the coordi-
nates of his box. Bumble is very
helpful, telling the child to pick
bigger or smaller numbers for
the Y axis, and letters to the left
or to the right for the X axis.
When Bumble is found, his
friendly, bigger-than-lifc image
appears on the screen.
Butterflv Hunt has Bumble
out searching for his lost but-
terfly. This game works very
much like Find the Bumble, but
a slightly larger grid prepares
the child for the next game. Visit
From Space.
Visit From Space introduces
the idea that the intersection of
two lines in a grid can be named
by using a number on the bottom
of the grid and one at the side.
In this game, both X and Y axes
are labeled with numbers. The
object of the game is for the child
to find Bumble's cousin who has
flown in from outer space and is
hiding in his spaceship some-
where on the grid. Very clear
graphic and written clues help
the child learn to locate exactly
the intersection he wants to
guess. When the spaceship is
finally found, it zooms across
the screen, making appropriate
outer-space noises!
Tic Tac Toe is a game for
two players, similar to the more
conventional tic tac toe. The idea
is for the child to get four markers
in a horizontal, vertical, or
diagonal line before his or her
opponent does. The game screen
consists of a five-by-five grid,
and a marker is placed by naming
the coordinates of the desired
position.
The board is somewhat con-
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fusing to the beginning player; it
would be helpful for the teacher
to make a similar board on a
transparency and use the over-
head projector to play the game
a few times with the whole class
before children begin to play the
game on the computer. The game
does give excellent practice in
naming points on a grid. It is
just different enough from tic tac
toe to be interesting.
Bumble Dots extends the
grid to ten-by-ten. In this game,
Bumble helps the child draw
dot-to-dot pictures. A dot ap-
pears on the grid, and the child
is asked to name it. When the
first dot is successfully named, a
second dot appears, and when
that is successfully named, a line
is drawn to connect the dots.
This procedure continues until a
whole picture is drawn.
The child can also make his
own picture by naming coordi-
nates for Bumble to connect.
Bumble first asks the child how
many dots will be in his picture.
Since this is difficult for a child
to ascertain in advance, it would
be helpful if the teacher had the
children first draw a picture
using three to nine dots on a
piece of graph paper, and then
bring that picture to the com-
puter when their turn comes.
Children would then be all set to
answer Bumble's question about
the number of dots needed for
the picture. The Learning Com-
pany, in developing this pro-
gram, recognized the fact that
generations of children have
loved dot-to-dot pictures, and
that a natural progression of
learning can take place by tap-
ping into this love.
Bumble Plot
Bumble Plot extends the learning
about grids to include negative
numbers. It consists of five pro-
grams, again carefully sequenced
to take the child comfortably
through the steps culminating
with naming points on a ten-by-
ten grid where negative numbers
are used and the 0,0 point is in
138 COMPUTEI January. We3
the middle. The sequence starts
with Trap and Guess, where the
child tries to trap Bumble's secret
number on a minus three to plus
three horizontal or vertical
number line. Bumblcbug has
Bumble hopping around on a
grid; the object is to set traps for
him to jump into! In Hidden
Treasure, the child searches for
invisible treasures on a ten-by-
ten grid with negative numbers.
1 found a ship's anchor, a dia-
mond ring, a friendly octopus,
and a golden crown! Children
would enjoy a worksheet where
they could show what they
found and where they found it
when they played the game.
These worksheets could be dis-
played on the bulletin board
above the computer.
Bumble Art is similar to
Bumble Dots, but contains nega-
tive numbers in the grid. The
most action-packed game of the
series is Roadblock. The object
of this game is to build
roadblocks to surround the bank
robber before he gets away. This,
of course, all takes place on a
minus-five by plus-five grid,
providing wonderful practice in
the skills that have been de-
veloped through all of the other
games.
All three of the packages
reviewed here share some very
positive qualities. They all con-
tain excellent graphics; they use
sound appropriately to enhance
the learning or entertainment
value of the program, and sound
can be turned off if it provides a
distraction in the classroom. The
programs are very user friendly,
take all kinds of input without
bombing, give the user excellent
prompts, and have very carefully
formatted screen displays.
Manuals are well illustrated
and appealing. Each one gives
instructions on how to load the
diskette and a little information
about each program. It would
have been very useful to have
included suggestions for
teachers about things to talk
about before each program, and
appropriate worksheets for
follow-up activities.
The company will send you
a set of activity cards for free
when you send back the owner
registration card. This card also
entitles you to purchase a backup
diskette for $12. No teacher
should ever use software in the
classroom without having a back-
up diskette.
I suspect that schools that
purchase software from The
Learning Company will have a
new little character joining
Snoopy and The Cat In The Hat
in adorning their bulletin boards.
Bumble has great personal ap-
peal and represents software
that is both educationally sound
and fun to use.
Juggles' Rainbow (S45)
Bumble Games ($60)
Bumble Plot ($60)
The Leinniii^ Co.
4370 Alpine Road
Portola Valley, CA 94025 Q
PROMQUEEN
(VIC-20 Hardware)
Har\'ey B. Herman, Associate Editor
The hardware reviewed here
will be of interest to a select
group of COMPUTE! readers. If
you own a VIC and have the need
to "bum EPROMs," you should
consider this cartridge. On the
other hand, if you are completely
befuddled by the previous sen-
tence, go to the next article; save
$200.
I was excited when I received
the PROMQUEEN for review, as
it was just what I needed. Several
pieces of computer-related equip-
ment which I use daily contain
EPROMs (Erasable Programmable
Read Only Memory chips). What
would 1 do if one failed and I had
no way to replace it? The PROM-
QUEEN promised to solve this
potential problem, even for one
like myself, who had never pro-
grammed an EPROM before.
It is misleading to think of
the PROMQUEEN exclusively as
hardware. What is visible, of
course, is a cartridge (hardware),
which plugs into the memory
expansion port of the VIC. But it
also comes with essentia! software
(actually firmware on EPROM)
without which the hardware
would be useless. A 25-page in-
struction manual is included as
well.
The major function of this
product is to allow the user to
conveniently bum EPROMs. That
is, data is to be stored into an
erased EPROM so that it will be
there the next day even after
power has been turned off. This
data can be copied from a previ-
ously programmed EPROM or
typed in from scratch using the
monitor program provided.
I was a little apprehensive on
my maiden EPROM burning ses-
sion. First, an EPROM had to be
erased. No problem here. 1 used a
shortwave ultraviolet mineral
lamp (2537 A wavelength). The
shortest erase time I tried was 40
minutes. If you don't have one of
these lying around, there are sev-
eral advertised units which should
be satisfactory.
Next, I attempted a copy of
the EPROM Hexkit program
which comes with the PROM-
QUEEN. The instructions were
somewhat confusing. It was not
immediately clear that there is
both RAM and ROM memory in
the package and that you have
the option of moving these
around by switches. The ROM
memory is only there if an
EPROM is plugged into the ex-
ternal socket. However, I was
using a prehminary manual. The
manufacturer promises that an
improved manual will be avail-
able shortly.
The burning of an EPROM is
actually easy once you know what
you are doing. The procedure is:
1. Insert the Hexkit EPROM in
the zero insertion force socket
(ZIP).
2. Set the switches correctly.
3. Transfer the program to the
VIC RAM with a SYS call.
4. Insert the EPROM to be
copied.
5. Transfer the EPROM data to
the PROMQUEEN RAM using
tlie transfer function of Hexkit.
6. Insert the erased EPROM (2716,
2732 or 2732A - a 2532 will not
work).
7. Use the burn function of Hexkit.
The software first checks for a
properly erased EPROM and later
verifies the burn. After several
false starts, I had successfully
burned my first EPROM.
I have not described all of
the features of the PROM-
QUEEN. The Hexkit program
has many other features in addi-
tion to the burn function. It also
uses color effectively: red screen
when burning, for example. The
hardware has lights (LEDs)
which minimize the chance of
error. It can also be used to emu-
late a ROM when working with
other computers.
As with most equipment, I
can cite good and bad features.
The cartridge is well-constructed
and easy to use once you know
how. However, the version I
tested included confusing direc-
tions and it is priced at more
than twice what a similar system
for the PET goes for. Neverthe-
less, if you need an EPROM
burner and already own a VIC,
this could be the best way to get
one.
PROMQUEEN
Gloucester Computer Bus Co.
6 Brooks Road
Gloucester, MA 01930
$199 ®
To receive
additional
information
frorr^ advertisers
in tinis issue,
use the handy
reader service cards
in the back
of the magazine
VlC-20 w/BK & CBM-64
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Rapidwriter(ci H.D. Mtg. Inc. fSSa
All rights reserved TS^
DYNABYTE
SOFTWAREtm
By TSASA, INC.
IS
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WITH
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Over 65 Cassettes Avail.
$8.95-$29.95
FREE CATALOG
DYNABYTE SOFTWARE
E 2 Chipley Run M
West Berlin, N.J. 08091
January, 1983 COMPUTO 139
Preppie! For Atari
Mike Kinnamon, Stillwater, OK
Look out. Star Raidersl Move
1 over, Pac-Mnn\ Preppie! is
here. It is time to return from pa-
trolling the deep fringes of space
and reduce your gluttonous in-
take of caloric maze candies.
Nov^r you can work off those
extra pounds and breathe clean
fresh air right here on Earth at
your local golf course retrieving
golf balls.
Preppie!, an arcade game for
one or two players, embodies all
the arcade game characteristics
that take a player beyond mere
enjoyment to truly enthusiastic
excitement. The author, Russ
Wetmore, is to be highly com-
mended for the thoroughness
and detail of his programming
efforts. This program easily
ranks among the best games to
appear for the Atari computer to
date.
Superb Graphics
Preppie! fully exploits the Atari
graphics capabilities. I have seen
no other game use as many dif-
ferent colors as this one. The
detail given the objects is superb.
The golf carts have steering
wheels and bumpers. The treads
of the bulldozers rotate. The
alligators have wrinkled skin
and sharp, white teeth. The logs
display growth rings and peeling
bark. The frog extends his limbs
when leaping. Preppie's knees
flex when he jumps. He even
has the obligatory knit emblem
on his shirt. The blades of the
lawnmowers rotate. Even the
title page and scoreboard are
unique. Add all these details
together, and you get a graphics
display that commands every-
one's attention.
As if graphics weren't
enough, there is some fine music
as well. As your Preppie moves,
140 COMPUIH January. 1983
a bell rings to indicate passage
from one line to the next and
increases in your score. Should
your Preppie be mauled by a
marauding mower or poisoned
by the infamous frog, a short
funeral march is played. Falling
into the water elicits yet another
sound, as does retrieving or re-
turning a golf ball from the
rough.
Deadly Water Hazards
Enough aesthetics. How do you
play Preppie!? The object of the
game is to maneuver your Prep-
pie across the fairway and the
treacherous river into the rough,
retrieving golf balls and re-
turning them safely to the
greens. You begin play by select-
ing one or two players. If two
are playing, you have the option
of using one or two joysticks.
Now press the START key and
begin the fun.
You start with three Prep-
pies. Your journey is fraught
with many dangers. You must
negotiate a path that avoids con-
tact with speeding golf carts,
razor-sharp lawnmowers, killer
bulldozers, and a poisonous
frog. Then you must ford the
river using moving boats, logs,
and alligators as stepping stones.
Should you survive to this point,
you will find yourself in the
rough, where most of the golf
balls will appear. Pick up a golf
ball, but be careful you don't fall
into a water hole.
Now you must make your
way back to the green via the
same mobile hazards as before.
Upon retrieving all the golf balls
on the green, you will be ad-
vanced to the next higher level
and will increase your score ac-
cording to the amount of time
increments remaining on the
timer bar. Should the timer ex-
pire before you complete your
mission, you lose a Preppie and
must repeat the level you are on.
There are ten levels of play
in Preppie!. You may start the
game at level one or choose a
higher level up to nine by pres-
sing the appropriate number on
your keyboard before hitting the
START key. Each successively
higher level increases the speed
of the hazards- At certain levels
you will be confronted with new
hazards or an increase in the
number of golf balls, up to four.
Level ten can be reached only
after you have successfully com-
pleted level nine. An extra Prep-
pie is awarded when you reach a
score of 8000.
Be sure to take the time to
read the short story at the front
of the instruction book. It gives
you an uproariously entertaining
and irreverent view of what a
Preppie is.
The most surprising aspect
of Preppie! is that Adventure
International is the marketer of ■
the program. Al, famous for its
excellent text and graphics ad-
venture programs, makes its
first excursion into the world of
arcade gaming with Preppie!.
The disk version contains a
high-resolution picture not
found on the tape version at the
opening of the game. Disk users
are offered a chance to purchase
a back-up copy for $3.99.
If you are looking for a game
that will please all ages, Preppie!
is it. I have used this game in my
school classrooms with kids
ranging in age from five to thir-
teen, and they all loved to play
it. It has replaced Pac-Man as
their favorite game. Get Preppie!.
It will entertain the kids and
impress your friends.
Preppie!
Adventure International
Box 3435
Lon^ivood, FL 32750
ISKTape
32K Disk
$29.95 ©
ATARI PRICE WAR APPLE
WE WILL NOT BE UNDERSOLD
ATARI HARDWARE I ATARI SOFTWARE I APPLE SOFTWARE
J|^800 48K
810 Disk Drive 419^='
400 16K 259^=
400 48K 409^*
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(Litetime Warrantyl
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48K400 14435
PRINTERS
Epson MX80FT 479«
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PERCOM DISK DRIVES
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BOOKS
Your ATARi Computer 14^
ATARi Games S Recrealion Il'*
BLANK DISKS 51/4 "S.S.,S.D.
ElBpiranlBoxof 10 21'=
VertiatimBoxoflO 299=
JOYSTICKS
Wicof/ Year Warranty)
Red Bail 2495
TrackBaii 493^
12 Foot Extension Cord S"*
ATARI, INC.
PacmanCart 29^^
Centipede Cart 29*5
Educatoi 119^^
Programmer 54*^
Entertainer 69^5
BRODERBUND
Choplifter 48KD 24«
David's IVIidnight Magic 48KD 24«
Star Blazer 32KD 22^*
COSMI
Ctypts of Plumljous 16KC 7^5
16KD 12=5
Spider Invasion 16KC lO^s
16KD 15'5
DATASOFT
Text Wizard 32KO 699^
Spell Wizard 48KD 5^^
O'Riiey's Mine 16KD/C 24^5
Fatfioms Forty 16KD/C 24==
Rosen's Brigade 16KD/C 24=5
Sands of Egypt 16KD 27''=
Canyon Clim&er 16KD/C 21*5
Shooting Arcade 16KD/C 21«
DONT ASK SOFTWARE
S.A.M. (Software Automatic Mouih) 8KD 419^
INFOCOM
Zoric I or II 32KD 27'=
Deadline 32KD 34'=
ON-LINE
Frogger C/D 24^5
Ultima ID 273*
ROKLAN
Gorf D 27«
Wizard of Wor 32KD 27'=
SIRIUS
Sneakers 48KD 21^5
Bandits 48KD 2495
Way Out 48KD 27'=
SYNAPSE
File Manager + 40K0 69«5
Claim Jumper C/D 249=
Apocalypse C/D 2A^^
Picknicl( Paranoia C/D 24'*
Raptillian C/D 24"
BRODERBUND
Arcade Machine 41'^
David's Midnight Magic 24"
Choplifter 24«
Star Blazer ■. 223=
Track Attack 21'*
Payroll 274=^
General Ledger W/Payables 34435
General Ledger W/Receivables 3449*
Sea Fox 2195
Hard Hat Noah 2195
ON-LINE
Cranston Manor 24'*
Crossfire 21'^
The Dictionary 6995
Mission Asteroid 15*5
Screenwriter II 8995
Frogger 24^5
Pest Patrol 2195
Lunar Leeper 2195
Screenwriter Professional 1399*
SIRIUS
WayOut 2795
Free Fall 21«
Bandits 24"
Borg 2195
Sneakers 219=
Joy Port 5495
MISC.
Bookeeper Master 6295
Bookeeper Check Writer 2795
Visicalc3.3 17495
VIsKlle 17495
Financial Partner . . .■ 17495
Zorkforil 2795
Worrlstar 25995
Data Star 21995
HARDWARE
System Saver 699*
Microsoft Soilcard 279*5
Microsoft Ramcard 1499=
Versawriter 22995
RANA DRIVES
Isl Drive W/Controller 389**
2nd Drive 314'=
ORDERING INFORMATION:
ABOVE PRICES ARE FOR PREPAID ORDERS.
VISA, M/CADD3%.
ADD S2.50 FOR SOFTWARE ORDERS.
3% FOR HARDWARE ORDERS.
FOREIGN INQUIRIES INVITED-ADD 10% SHIPPING
(INCLUDES CANADA)
CALIFORNIA RESIDENTS ADD 6% SALES TAX.
30% DISCOUNTS ON ATARI, APPLE, IBM & TRS-80 SOFTWARE.
SPORT 'N' SOUND
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Order Number Call TOLL FREE 800-652-8391
Inside California & All Other Inquiries (714) 783-0556
PRICES ON AO EXPIRE JANUARY 31, 1983
CALL OR WRITE FOR FREE CATALOG, PLEASE SPECIFY COMPUTER TYPE.
Player ZX81
A Tune-Playing
that randomly generates and
plays 127 pitches and rhythms,
generates another set, etc. In
short, it's guaranteed to drive
you and your neighbors batty
Dr^^rgiYI FOfTh^ ^ '^'"'^ '^^ mindless musical auto
Sinclair/Timex
Arthur B. Hunkins, School of Music,
University of North Cirolina,
Greensboro
PhufcrZXSl is a IK tune-
playing program available
in versions for all Sinclair/
Timexes (including 4K ROM).
Although each cassette is specific
to a single version, the six pages
of instructions cover them all.
For anyone interested in coding
tunes into the Sinclair and play-
ing them back - over and over
again if you wish - the S6.95
spent on this program is a
bargain.
This is especially true con-
sidering the fact that you also
get 81 Space Muse-AK, a program
pilot.
The procedure in P!a\/er
ZX81 is to code a duration
number (all durations are rela-
tive) and pitch value (from the
handy pitch table) for each note.
You can have, even on a IK
machine, up to 127 notes. The
limitations are these: 1) The
single tone color available is a
square wave; 2) Only pitches
from the B above middle C on
up are available (i.e., high
pitches); 3) You can't easily do
rests, but I'll describe a fixfor
this presently.
The external hardware re-
quired is a high-gain amplifier/
speaker. A Radio Shack mini- or
telephone amplifier/speaker at
$10-S12 will do the job nicely. Or
you can use a regular hi-fi
amplifier, connecting to its
When You Buy Quality
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• durable; washable — needs no ironing; maintains proper size and shape
• designed, manufactured and packed in U.S.A.; comes with a warranty against
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AN IDEAL GIFT: HELP KEEP YOUR INVESTMENT LOQKIHS AND PERFORMIKe LIKE NEWI
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1982 BL.iW.
SHIP TO: (Prinlj.
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mONOSRAtmillNIi: (Add S6.00 per cover.and allows e»lradaysfor
delivery. We cannot accept returns on monogramrried items.
PRINT miTiALs- i~i r~i n
Phone.
Introductory Price •
Subieci Tt» Ctiange
Shipping
Stnil ehack or
Money DrdBr In
(i/lonogramming
ITN residents add
.90 sales tax)
TOTAL
[Foreign ■ Pay m u S FufKJS]
B.L. & W. - PO Box 381076, IWemphls.TN 38138- 901-754-4465
jS.DO
I. DO
phono input.
Versatile {Modifications
Several program modifications
lend further versatility.
All modifications start with
two steps: 1) Omit the recom-
mended protecting of high mem-
ory while making the modifica-
tion; and 2) Immediately after
loading, POKE 16544,28 and
POKE 16600,28- this renders
the BASIC code accessible.
One thing you may want to
do is to relocate the note table -
according to how much memory
you have and what vou may
want to add to the program.
First, POKE 16549 with the same
value you'll POKE into 16389,
namely the page number for the
beginning of the table. The low-
est possible number is 67, the
top page of IK. Each additional
K of memory is four pages; for
example, the top page of a 2K
Timex is 71. Whatever starting
page you choose, change the
memory location in statements
105 and 120 to 256*page number,
and to this value + 1 in line 117.
If you want a single play,
instead of infinite repeat, delete
statement 150. Or insert a PAUSE
statement, a do-nothing FOR/
NEXT loop, between 140 and 150
in order to space the repeats. Or
again, use a statement 145 IF
1KKEY$ = " " THEN GOTO 145,
to wait until you press a key.
If you have more than IK
memory, you may wish to use it
to code longer songs. What vou
have to change here is line 95.
The principle is this: a page of
memory holds 127 notes; two
pages hold 255. Subtract one
from these riumbers, and multi-
ply bv two to get the loop value
to plug in line 95. Given available
memory, there is no limit to the
number of notes you may specify.
1 mentioned the problem of
rests. Here we have to modify
the machine language routine
itself, by changing statement 10
(in the process you can lop off
the final zero in the statement, if
you like). Be sure to follow these
instructions prec/se/i/; any mis-
takes or omissions will cause a
system crash. The idea is to re-
serve the frequency value of 255
as a flag for the rest specified as
the duration value. In other
words, every time a frequency of
255 is specified, you get a rest
instead.
Bring statement 10 down to
the bottom of the screen for edit-
ing. Locate the < = character.
Add the following sequence of
three characters immediately
before < = : a lower left quarter
square graphic, a C, and an upper
right quarter square graphic.
(Graphics characters are shifted,
and must be preceded and fol-
lowed by pressing the graphics
key.) Then, after the RETURN
that follows < = , insert a left half
square graphic. In addition,
change the following three char-
acters: LOAD to FOR, DIM to
FAST, and the last PEEK to INT.
INT is a function, and is pre-
pared by pressing the function
key- FOR and FAST are
keywords, and are registered by
pressing THEN, the keyword,
and finally deleting THEN. Dou-
ble check the code, and SAVE
the program before RUNning it.
If all is well, a frequency of 255
should now produce a (clickless)
rest!
Finally, I recommend sub-
stituting the following list of
"Pitch Nos." for those given by
the author. Note that names du-
plicate Mr. Maples', but add two
pitches on the top end: 250, 235,
222, 210, 198, 186, 176, 166, 157,
148, 139, 131, 124, 117, 110, 104,,
98, 93 or 92, 87, 82, 77, 73, 69, 65,
61 (B2), and 58 (C3). These values
have been checked with a fre-
quency counter.
Player ZXBl is a most useful
program; the above modifications
can make it even more so. Any-
one interested in a "voice" for
the Sinclair/Timex will find this a
real value.
Player ZX81
Win. Mnples
688 Moore St.
Lakewood, CO 80215
$6.95 ©
PET/CBM Standard Terminal
Communications Paclcage
Harvey B. Herman, Associate Editor
"W
hy did you buy a per-
sonal computer?" I
have been asked this question
several dozen times. COMPUTE!
readers, as a group, should be
able to reply with a dozen an-
swers. One of my answers, "I
wanted to use it as a terminal to
communicate with other com-
puters," would probably be a
popular response.
How so, you ask? Well, the
basic ingredients of a terminal
are present in any small com-
puter, e.g., a keyboard and a
display screen. Thus, by paying
a little more for terminal software
and hardware, the user has the
best of both worlds. That is, the
computer can be used stand-
alone for games or word pro-
cessing, but also for accessing
bulletin boards and large data
bases over the telephone line.
Where does one find a good
terminal program? There are
several choices for PET/CBM
computers, ranging from gratis
(only a copying fee) up to $300
or more. However, the free pro-
gram, attractive as it may sound,
does require construction of
hardware, which may be beyond
many people's abilities.
The Standard Terminal Com-
iiuinicatiojis Package, reviewed
here, is priced intermediately
between those two extremes. It
comes with all necessary
hardware and software, ready to
run on any Commodore system
(except the 2001 PET with Origi-
CBM/PET? SEE SKYLES ... CBM/PET?
**Should we call it Command-0
or Command-O-Pro?"
That's a problem because this popular ROM is
called the Command-O-Pro in Europe. (Maybe
Command-O smacks too miuch of the military.)
But whatever you call it, this 4K byte ROM will provide your CBM BASIC 4.0 (4016,
4032) and 8032 computers with 20 additional commands including 10 Toolkit program
editing and debugging commands and 10 additional commands (or screening, formatting
and disc file manipulating, (And otir manual writer dug up 39 additional commands in the
course of doing a 78-page manuaH)
The Command-0 extends Commodore's 8032 advanced screen editing features to the uhi-
mate. You can now SCROLL up and down, insert or delete entire lines, delete the char-
acters to the left or right of the cursor, select TEXT or GRAPHICS modes or ring the
8032 bell. You can even redefine the window lo adjust it by size and position on your
screen. And you can define any key to equal a sequence of up to 90 key strokes.
The Command-O chip resides in hexadecimal address S90(X), the rightmost empty socket
in 4016 and 4032 or the rearmost in 8032. If there is a space conflict, we do have Sockei-
2-ME available at a very special price.
Skyles guaranlees your satisraetion: if you are not absolutely liappy with your new
Command-O, return it to us within ten days for an immediate, full reftind.
Command-O from Skyles Electric Works S75.00
Complete with Socket-2-Me 95.00
Shipping and Handling (USA/Canada) $2.50 (Europe/Asia) $10.00
California residents must add 6%/6'A % sales lax, as required.
(^ j Skyles Electric Works Visa/Masiercard orders: call tollfree |
]nr 231E South Whisman Road (800) 227-9998 (except California).
O Mountain View, California 94041 California orders: please call (415) I
^A (41S) 965-1735 %S-n3S.
/lAiaO " S31A>IS 33S 6l3d/IAI80- " co
January. 1983 COMPUttl 143
nal ROMs). The hardware, based
on a 6850 ACIA chip, plugs easily
into an empty ROM socket; clip
on a few wires, connect your
modem, and you're ready to run
the terminal software supplied
on disk. (Specify what computer
and disk drive in your initial
order to receive the proper
version.)
The initial program loaded
is written in BASIC, and is used
to load, partially configure, and
run the machine language termi-
nal program. For example, you
are prompted for the printer
device number and the com-
munication format (device four
and eight bits-no parity, in my
case).
Fifteen Different Options
The terminal program also offers
a full configuration menu. You
can specify full- or half-duplex,
set a timer, toggle a printer on or
off, etc. I counted 15 options. A
status line at the top of the screen
informs the user of the current
state of the program, just as a
much higher-priced, dedicated
terminal would.
This package has some very
attractive features. The best one
is the ease with which it uploads
and downloads BASIC pro-
grams. I have previously, pub-
lished in COMPUTE! two "how-
to" articles on this subject. This
program simplifies that process
to the point where anyone, even
a complete novice, can do it. So
much for my arcane knowledge!
There are a number of minor
points which I didn't like:
1. Noend-uf-iine bell.
2. No option for line feed with
an ASCII printer.
3. Does not always tokenize "IF"
during downloading.
4. The manual did not make it
clear that the modem must be
off when configuring.
5. The delete key sends a back-
space (change S23DE from $08 to
$7F, if desired).
Let there be no mistake -
this is a very worthwhile pack-
age. It is reasonably priced and
is offered by a very reputable
company which promises up-
dates and program maintenance.
Do not underestimate the im-
portance of this service, particu-
larly if you don't have the time
or expertise to do it yourself. My
wife and I have been using STCP
regularly since it was received
for review. Unlike most people,
we have a choice of terminal
software, and the fact that we
continue using this program is
our highest recommendation.
Standard Terminal Communications
Package
Eiiflciii Hoiific Soffwarc
3239 Linda Drive
Wii)sh»i-StiU'iii,NC27l06
$129.95 ©
COMPUTE!
The Resource,
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—Available for Commodora 40 or
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reports
— Interface to any accounting
system with one monthly journal
entry
— Overtime and piece rates
—Automatic updating available
for S75 a year.
Skeena Computer
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P.O. Box 305
Terrace, B.C. V8G 481
Call: 604-635-9056
Terms: Cash or Visa
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In New Jersey Call 201-728-8080
Discount
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lid COMPVrer Jonuarv,1983
A Financial Wizard
For Atari
Tiiiii Halcomb, Carrollton, TX
If you want to use a finance
system, but don't want to
spend several days trying to
learn how to use one, then A
Fiimiickil Wizard by Computari of
Dallas, Texas may be just what
you need.
A Financial Wizard is an au-
toboot program that requires an
Atari 400 or 800, an 810 disk
drive, and at least 24K of mem-
ory. A printer is optional. It
works with the Epson with Graf-
trax, NEC, Prowriter or Cen-
tronics 739.
The illustrated manual that
comes with this program is clear,
direct, and very thorough. It
won't take long to get the system
set up and working for you. Pro-
cedures appear in the manual in
the order in which they should
be followed, so you can just learn
as you go. On the back cover of
the manual you will find a (tear-
out) command reference card.
To prevent costly errors that
will result in data damage and/or
loss, error warnings appear
throughout the manual and on
the screen during program
execution.
It appears that this finance
system was designed to achieve
the best and most comfortable
working relationship between
the user and the program.
The Check Entry routine
(item #1, main menu) is the most
attractive feature of this finance
system. Data prompts are very
clear, and the category item
names are displayed at all times
during data entry for your con-
venience. It keeps track of the
number of the last check entered
and displays it for you. The
balance of your checking account
is kept current as checks are
entered.
Also, if you make a mistake
while recording your checks,
you can correct it immediately.
You are given the ability to split
one check into more than one
expense category. If you write a
check at your bank for cash and
want to account for everything it
was used for, then you will be
allowed to itemize it using this
feature; and you will want to use
it if you are striving for accuracy
in your accounting. Scanning
your entries is made possible by
pressing START. You can see
records very quickly this way.
The correction capability is of-
fered during scanning also.
Menu item #2 - Budget
Entry allows you to set up a pro-
jected budget on a monthly basis.
The category names provided by
the program are generally used
by almost all of us. However, if
Spot is sick more often than you
are, you could change the "Medi-
cal" category to "Vet" with the
category change routine in the
Utilities program.
The same applies to all
categories. If your budgeted
allowance for one category is the
same for more than one month,
you can replicate a budget from
one month to the next by enter-
ing a "/" next to the category
letter. An entire budget plan can
also be replicated when you start
to set up a new month by en-
tering a "C" and the number of
the month you want to copy
from in the salary block.
Superior File Searching
The file search capabilities of
this program are superior. You
are offered seven ways to look
up the checks. You may search
by Name of Payee, Category
Name, Sub-Category Name, a
range of Check #'s, a range of
Months, a range of Days, and a
range of Amounts.
The Tabulation section fig-
ures what percentage of your
salary is spent on each category.
This can be very revealing. The
Bargraphs clearly display what
you have spent with respect to
your planned expenses. A thick
colored bar represents your ex-
penses and a thin contrasting
line overlays this bar to show
your budgeted amounts. You
have a choice of seeing either
one month's expenses in all
categories or one category shown
over a 12-month period.
The Checkbalancer routine
follows the standard procedure
shown on the back side of your
bank statement. Marking can-
celled checks has been made
extremely simple. The checks
are addressed sequentially and
displayed on the screen for you.
To mark a check that has cleared
your bank, you type an asterisk
next to it. If you accidentally
cancel a check that has not
cleared the bank, you can reverse
it by typing an "X".
The Checkwriter routine
will print your checks for you,
with custom checks available
through Abacus Software.
The Utilities program, item
#8, consists of seven utilities
that you will need to maintain
accurate records. With this pro-
gram you will transfer records to
a permanent storage disk at the
end of a financial period and
prepare the disk for the new
year.
This system is disk inten-
sive. All data is saved automati-
cally and immediately following
all routines that either enter data
or modify it.
Overall, this is an excellent
finance system - entertaining,
accurate, and fun to use.
A Financial Wizard
Available From:
0)i-Liiu' Cotiipiitcr Center
10944A N. May Avenue
Oklahoma Citif, OK 73120
(405)751 -270'l
S59.95
(An earlier version of A Financial
Wizard, known as Personal Finance
for the Atari, mny be upgraded for
$10. Users should return their mas-
ter disk and a check or money order
to On-Line Computer Center.) ©
January. 1983 COMPUTE' 145
Automate
Your Atari
Joseph J Vv'robel, Rochester, NY
The Atari Disk Operating System (DOS) supports
the use of a file named AUTORUN.SYS that has a
very special characteristic. At system start-up, the
DOS loads and runs this file automatically if it
exists on the mounted diskette. This allows you
to arrange for your Atari to come up smart.
The Potential
The AUTORUN.SYS file could contain a machine
language program that loads and runs. It could
also contain just a short program to do some
routine operations like setting the screen margins
or color before passing control to BASIC. How-
ever, the major use I've seen for AUTORUN. SYS
is to direct the system to load and run a BASIC
program. Not only does this type of operation
save you some time and effort, but it also allows
an unskilled operator, like a student, to turn on
the machine and interact with an application pro-
gram without getting into the details of the LOAD
or RUN instructions.
The Problem
So far, so good. Why doesn't everyone use the
AUTORUN.SYS file? Apparently the major obsta^
cle to its more widespread use is the fact that it is
a machine language routine. Thus, it requires
knowledge of 6502 machine language and, for
complex operations, some knowledge of the in-
tricacies of the Atari Operating System to create a
functional AUTORUN.SYS file. Unless someone
were to come up with a program to do it for you.
Automate {Program 1) is just such a program.
If you key in this program correctly and run it.
Automate will help vou create your own personal
AUTORUN.SYS file, and it won't hurt a bit. The
program starts by asking you to input the series
of commands you wish to be executed at start-up.
You enter the commands exactly as you would if
the machine came up in its normal ready state.
The only limit on the number of commands is
that the total number of characters entered may
not exceed 196 (including the Atari end-of-line
character added each time you hit RETURN). The
program keeps track of the number of characters
entered and will prevent you from exceeding this
limit. After you've entered the final command in
the sequence, the program will create an AUTO-
RUN.SYS file on the mounted diskette. Note that
any previous AUTORUN.SYS file will be over-
written by this operation.
The next time you boot up from the diskette
bearing the AUTORUN.SYS file, the AUTO-
RUN.SYS program will be run. This will cause
the commands you entered to be executed in the
order they were entered (although they will not
be displayed), then control will be returned to the
system. The commands, of course, must be com-
patible with the cartridge in use (BASIC, Assem-
bler Editor, etc.) or an error will result. If at any
time you wish to boot up from a diskette and cir-
cumvent the AUTORUN.SYS file, just hold the
OPTION kev down until system initialization is
complete. The AUTORUN.SYS file created by
Automate checks that key and, if it finds it de-
pressed, the command list will not be executed.
A BASIC Example
To demonstrate the use of the program, a single
command BASIC example will be presented. Let
us suppose there exists a BASIC program entitled
BEGIN which you would like to run automatically
at start up. Using AUTOMATE, you enter (as
Command #) the statement:
GR.O:?"Autoboot in progress. ":RUN"D:BEGIN"
then press RETURN. Assuming you entered the
command correctly, you respond to the question:
Is that correct (Y/N»?
by pressing Y. When the program asks if there
are:
More commands (Y/N)?
respond by pressing N. The program then creates
the AUTORUN.SYS file and displays READY
when it's done. If you now turn off your computer
and switch it on again, you will find that it "comes
up" running program BEGIN. How simple can
you get?
Description Of Operation
This section is for those who are not satisfied with
just running the program, but are also interested
in knowing how it works. Let's first take another
look at Program 1. Automate consists of three
major sections. The first section (lines 50 through
130) are for documentation and initialization. The
program employs two key numeric variables: I,
which counts the number of commands entered,
and L, which counts the total number of characters
in the command list. The second program section
(lines 140 through 350) INPUTs the commands
one at a time. As each command is entered, the
program allows for error correction, checks com-
mand list size, packs the command into B$ and
tacks on an Atari end-of-line (EOL) character,
namely CHR$(155). The third section of the pro-
gram (lines 360 through 600) actually creates the
AUTORUN.SYS file.
Before this third section is discussed, I direct
your attention to Program 2. This is the assembly
146 COMPVni Jonuarv.lMS
CRYPTO 800
Protect your valuable
programs and data! With
CRYPTO 800 you can convert
your programs or data to a form in
which they can not be used by any
unauthorized parties without your
secret key. CRYPTO 800 encrypts
and decrypts your files using the
data encryption standard endorsed
by the National Bureau of Stand-
ards for use by many government
agencies. The fastest computers
would take years to break this code
making it virtually uncrackable. 32K
Disk. $39.95
SV\/IFTWARE
Jerry White's MUSIC LESSONS
MUSIC LESSONS has everything you need to know to cre-
ate your own beautiful music and a wide range of sound
ff ects on your ATARI computer. This comprehensive
tutorial contains 13 separate programs and
PLAYER PIANO on 2 cassettes or 1 double
disk and includes extensive documenta-
tion complete with program listings. 32K
DISK 1BK CASSETTE C24K required
for PLAYER PIANO]. $29.95
FILE 'IT 2+ by Jerry White
A powerful financial database manage-
ment system. B user defined fields are
created with up to 5 sub-fields beneath
each main field. Alphabet
dies data and also does n
computation on any
selected fields.
Data files are
stored on sep-
arate disks with
full field and sub-
field sorting with
file merging.
Supports up to
4 drives includ-
ing the 128K
Axlon Ramdisk.
The "alternative"
to more costly data- \
base management
systems. 24K Disk
$49.95
P/M 800 by Fred Tedson
THe ULTIMATE Player/Missile Editsr
P/M 800 gives you complete
control of all graphic functions
5 players, colors, missiles, reso-
lution, priority settings, etc. You cre^
ate and save players and missiles as string:
that can be incorporated into your own bas
assembler programs allowing smooth
arcade type action. Complete with a
users tutorial that takes you step by '-J -■
step, exploring the fantastic graphicj
capabilities of the ATARI 400/800 —
computer. 32K Disk. $39.95
? 1981. 1983 SWIFTY SOFTWARE. INC.
SPACE SHUTTLE by Paul Kindl
Join the crew of the Space Shuttleas
they prepare to take the next step into
the world of space travel. Take control of
the world's first reuseable spaceship, the
Space Shuttle, and in an accurate full graphic
simulation, place yourself in the cockpit. Pilot
the Space Shuttle through take-off with
booster stage separations, orbit, descent
down the glide path and landing to touch-
[jown — complete with a chase plane and
scrolling runway visible through the
cockpit windscreen. You
assume command through-
out all phases of the mission
aided by complete instru-
mentation. 32K Diskette,
$29.95
HAUNTED HILL by George Richardson
Fight bats and ghosts in the dark
of the cemetery. This exciting, all
machine language game has
arcade quality graphics and
'/ ' speed. Requires Joystick.
$24. 95 1 6 K Cassette/$29. 95 1 BK Disk .
OATALINK by Tony Dobre
Top rated by national magazine reviews, pur-
chased by NASA, this ultra-sophisticated
menu-driven multioption smart terminal
communications package supports upload-
ing/downloading in full-dupllex or simplex modes.
Compatible with all the commercial services and
bulletin boards such as the Source and Compu-
Serve, etc. 24K Disk. $39.95
• AVAILABLE AT SELECT COMPUTER STORES
MAIL ORDERS: Send check or money order plus $2.50 shipping
and handling. N.Y. Residents add 7V4O/0 sales tax.
• TELEPHONE ORDERS: [516] 549 9141
ATARP is a registered trademark of Alari Inc.,
a Warnej^ Commumcations, Co.
|1n t-
SWIFTY SOFTWARE, INC
■MM 64 Broad Hollow Road
Melville, New York 11747
Send for FREE Catalog • Dealer Inquires Invited
MasterCard i
^\ A January Jubilee of
PftOGRflm
/TOM
rep* n« taction: a place in the
public esteem or regard;
a good name.
The Program Store, (me of tbe
CHiginal software companies of the
'70s, Iwgan to develop its solid
reputation for selection and service
right &om the start. Today, it offers
the largest selection of Atari software
in America, and backs every piece of
inventoiy with the trusted Program
Store name.
GOLF
CHALLENGE
By Schwab from On^Line
Play an exciting game of golf ivHhoul getting up at
dawn! GOLF CHALLENGE features a moveable
golfer on your choice of 18 holes or the from or back
9. True to Its name, there are lots of challenges:
water hazards, sand traps, trees. Screen shows the
fairway or a close-up of the green for teeing o(( and
putting, m players. Requires joysticK.
16K Tape, $24.95
LEGIONNAIRE
By Ctirls Crawford from Avalon Hill
The HEWEST from Chrts Crawford, famous
author of EASTEflN FRONT, Winner of ttie
Best Computer Qame ol 19811
One of (he most realistic war games ever created for
th« home computer! It's 58 B.C., and you're Julius
Caesar, commanding your legions against the Bar-
barian tribes. The battlefield scrolls before you, dis-
playing the 10 square foot map of the battle area.
Are you up to the challenge? A real-time war game
with hi res graphics and realistic sound effects.
leK Tape, $34.95 32K Disk, $39.95
For Your Atari 400/800
PROTECTOR
By Milie Potter from Synapse . _
You must transport all your people from the city
under attack by Fraxullan Sllmehordes. You must
lift them one by otte lint to the City o( Hope on the
far side of the volcano; thtn to safety at the Verdann
Fortress. Beware the Xytonic Pulse Trackers, mete-
ofoid showers and ttie Laser Cavfs of Fear. But
/lurry, before the volcano erupts 1 1
32 K Disk, 534:95 SavS 20*
Now Thru Jan. 31 You Pay Only $27.96
ANDROMEDA
CONQUEST
From Avalon Kill
Exciting strategy simulation in wliich 1-4 players
compete to form and protect ttieir gaiaclic empires.
Each player starts with 10 resource points, accumu-
lating more through sidllful selection and manage-
ment of far-flung star systems.
32K Ta pe, $1 7.95 40 K Disk, $22.95
GFS SORCERESS
From Avalon Hill
It's 2582, and you're Joe Justin on the Galactic Fed-
eration Starship SORCERESS. Can you clear your-
self of the unjust charge of mutiny? And what part
will be played by the lovely Selena Sakarov?
40K Tape, $29.95 40K Disk, $34.95
STARCROSS
From infoeom
Tell your ship's computer your course coordinates,
and strap In for your exciting adventure Into space
In search of the legendary black holes. Board the
drifting artifact ship; explore Its many rooms and
ringed corridors. Encounter alien beings like the
large spider who bubbles with conversation, and
enjoys gadgets. Some, however, are not so friendly!
32K Disk, S3»^ S»a 2W
Now Thru Jan. 31 You Pay Only $31.96
SURVIVAL
OF THE
FITTEST
From IDS!
Fascinating program based on the game of "Life." II
uses— and extends— the "rules of the universe"
from "Life" (Included In the package). Both piayera
start with 99 seed cells which they try to "plant" in
the most effective shapes on the piayfield. The com-
puter keeps continuous count of the cells as shapes
grow or shrink according to the rules. Vivid color
and sound effects. 2 joysticks required.
ROM Cartridge (16K),J83e:9S SaV8 15*
Now Thru Jan. 31 You Pay Only $33.96
vc
From Avalon Hill
Can you change history? You command the South
Vietnam army; the pompulsr controls the Viet Cong
(VC) and North Viotnamase Army. Can you win the
hearts and minds ol the people, and destroy the VC
units In your province? Challenging operational
level combat game with hi res graphics.
40 K Disk, $24.95
THE INSTITUTE
By Jyym Pearson from Med Systems • •
f7« games in one! You tjegin in an instrlution, and
must successfully negotiate not just the institute
itself, but four other dream adventures as wall. Ob-
jects in each dream help solve problems in the next.
Concentrate, or you may nsiw escape the nightmare
of the Institute!
16K Tape, $19.95
32K Disk, $22.95
TAX DODGE
By Freeman & Westfall from Island Graphics
The "truly taxing" maze game: negotiate the maze,
collsct your money, survive Inflation, and avoid
Ihiose trying to tax you. Each round represents a
year in the life of the taxpayer— you must keep more
money each round to go Into the next one.
32K Disk, $39.95
Over 1 500 Programs forTRS-80,
ATARI 400/800, APPLE & IBM.
For Information Call
202-363-9797
Visit our other stores:
S29 Bethel Rd., Columbus OH
Seven Comers Center, Falls Churctt, VA
W. Bell Ptaza, 6600 Security Blvd., Baltimore MD
t ykhc
PROGRRm
/T0R6,
To Order Call Toll-Free
^r 800-424.2738 1^
iTM
MAIL ORDERS: Send check or M.O. for total purchase
price, plus $2.00 postage & hancllirvg. D.C., MD. & VA.: add
sales tax. Charge cards: include all embossed intormatlon
©1982 The Program Store, Inc.
4200 Wisconsin Avenue, NW, Dept. 10-01-3 Box 9582 Washington, D.C. 20016
Great Games and Books/^/^
For Your Atari 400/800
pftOGRnm
YOUR
ATARI
COMPUTER
By PoolB, McNiff & Cool< Irom Osborne/McGraw-Hi
Comprehensive, all-in-one guide lor Atari 400^800
computers that is tielplul to the tjeginning and ad-
vanced programmer. Complete operating instruc-
tions; detailed BASIC programming, including a
handy alptiabelical glossary of BASIC statements
and functions; advanced BASIC; computer grapfiics;
and tips on tiardware, periptierals and compatible
software.
Sof tcover, $1 6.95
COMPUTEI'S
SECOND BOOK
OF ATARI
From Compute! Books
An all naw collection of n*v*r-lMlor« publislied
articles on tlie Atari for beginner to advanced users.
Topics include; Utilities, Programming, Graptiics,
Applications and Beyond BASIC.
Spiral-bound, S12.95
GAMES &
RECREATIONS
From Reslon
Ttiis new tiook is packed with games and ideas on
ttow to create your own. You'll discover the special
Atari capabilities of the keyboard, graphics, sound
and color. The book provides an entertaining way to
learn more about general programming, too,
Part I: Learning Ttirougti Games, Part II: Games for
the Atari, Part 111: The Atari Special. Plus seven
appendices-
Softcover, $14.95 Hardcover, $19.95
MASTER MEMORY MAP
From Santa Cruz Software
If you are serious about programming the Atari, this
booklet could t>ecome one of your most important
tools. A higtily detailed map of the Atari's memory, it
details thousands of locations and routines. Using
this booklet makes easier the use of display list,
player/missile, and interrupt graphics. The ■'Miscel-
laneous Notes" section contains a wealth of knowl-
edge picked up by Santa Cruz in their explorations of
the Atari. Also included are notes on the new GTIA
graphics chip.
Softcover, $6,95
VISICALC
HOME AND
OFFICE
COMPANION
Bv Castle^itz and Chisausky
from Osborne/McGraw Hill
Fifty VisiCatc models for home and olfice. mciuding:
inveaimenis. invfintory, sales lorecasls, payroll, per-
sonal net worth, home budget planning, family in-
surance needs. Each comes witl^ model listings,
sample printed reports and narrative.
Softcover, $15,95
6502
ASSEMBLY
LANGUAGE
SUBROUTINES
By Leventhal and Saville from Ostwrne/McGraw-Hil
II you're interested in using assembly language
quickly, this book is ideal- It describes general 6502
programming methods, provides code (or more than
40 subroutines to help you improve your program-
ming skills, debug or revise an existing program, add
mstructions and addressing modes.
Soflcover, $15.95
ATARI
SOUND
AND
GRAPHICS
By Moore. Lower and Aibrecht liom John Wiley
This self-paced, self-teaching guide will have you
seeing and hearing things on your Atari in no time-
even 11 you're a complete beginner. You'll learn to
compose and play melodies, draw cartoons, create
sound effects and games. Each section teaches
something new m BASIC, the most commonly used
computer language,
Soltcover, $9.95
PICTURE THIS!
An Introduction to
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for Kids of All Ages
By David D, Thornburg Irom Addison-Wesley
This book promises to tiecome the "modern replace-
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doing manual that uses PILOT, a simpler language
Shan BASIC, and Turtle Geometry to leach kids to
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Spiral-bound, $14.95 '*>«' ^mi
AsscnibliT
riHyf/^',ir\.
ATARI
ASSEMBLER
By Don A Kuri Inman from Reston
Wliile the Atari Assembler Cartridge comes W'th an
operating manual, it assumes that you already know
assembly language. If you're new to the Atari or its
6502 processor, this tMXJk is a must. The Inmans
guide you through the rudiments of this fascinating
type of programming in clear, easy steps. Includes
full listing and description of 6502 mnemonics and
addressing modes. Recommended tor use in con-
junction with Assembler Cartridge.
Softcover, $12.95
INSIDE
ATARI DOS
By Bill Wilkinson from Compute
Tha comprehensive manual on the disk File Manager
System (FMS), commonly knovan as Atari DOS 2,0S.
Contains the only complete and official listing lor
the system, plus a full description ol: the external
view, charts & tables, various interfaces and func-
tions of individual subroutines.
Spiral-bound, $19.95
DERE
ATARI
From APX
Translated front Latin, (he title of tttis book is "All
About Atari" and It means what it says! Used in
combination with Atari's Technical Reference
Manual, advanced programmers will be able to learn
to exploit the many hardware and operating system
features that make the Atari 400/800 so tremendous-
ly versatile. Includes a useful discussion of the new
GTIA chip. Once you know Atari BASIC and
assembler, this book is a must.
Loose leaf
(binder not supplied),
$19.95
COMPUTERS
FOR KIDS
Atari Edition By Sally Larsen from Creative
The BASIC programming manual written for kids,
from flowcharts to color graphics, including tie
sure-to-please program, "Scare Mom with an Ele-
phant" Detailed instructions and sketches plus
glossary of statements and commands. With lesson
plans and tips for parents and teachers.
Softcover, $4.95
STIMULATING
SIMULATIONS,
Atari Version,
2nd Edition
By C.W. Engel from Hayden
A handbooi^ ol 12 simutation games including Art
Auction. Slarship Alpha. Monster Chase and Devil's
Dungeon — each complete with listing, sample run,
instructions and program documentation, including
flowchart and ideas for variations,
Softcover, $5.95
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I Item
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Computer
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Address.
I
City_
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Ex p_
listingfor thecoreof the AUTORUN.SYSpro- 120 ? "£4 sPACES>a set ai commandB th
gram. What this machine language program does ^* Pinr"
in a nutshell, is to temporarily take over the task JJo i = I+? sPACESJ^peci f y . ■■
of supplying screen editor data by substituting a iso ? =? -piease ^nter command «":i;"
new device handler table and "get character"
routinefor the default ones provided by the ^^'^ "^ : input i»i;a«
operating system. At system start-up while the '^"^ ^a* = pok?' 7II, o " "^^""""^ «";i;" = "
AUTORUN.SYS program is active, it intercepts 180 ? :? "is that correct (Y/n)? ■■ ; = s
all the keyboard entry requests and feeds out, ^^ *t2,X:? :r*=chr*()(>
onecharacterata time, the commands which vou ^''^ ^^ R« = "Y" or R*="y" then 220
have entered. When it has sent out the last char- 21'S gotq*T7S" ""^ "*"""" "'"^'' '^^
acter of the last command in the list, it re-installs 220 x=l + len ( a*) + 1 -max
the default screen editor handler table, and the 2-*'^* ^^ x< = o then 260
system takes over from there. -^^^ "^ :? "Command #";I;" is ";X;" cha
Returning to the section of the BASIC pro- 250 ?*" too 'Tong, ■■: 1 = 1 -1 = goto 270
gram which creates the AUTORUN.SYS file, you 260 b« (L+i ) =a*: l=len (b*) : b« (l + i ) =chr*
< 155) ;L = L+1
270 ? I "^ "Current command list:"
2SO POKE 76ib,l:';> :? Bt:PDKE 766,0
i Bt
will find that it consists primarily of three loops.
Loop one {lines 490 through 510) PUTs the core
program and its associated six byte header into 290 iF't>=MAX-i then''?' "Command' 1'
the file as READ from the DATA statements in 15 fuii.":? igotd 370
lines 430 through 480. ^^'^ "^ "Command list can hold ";MAX-L-
Note that in line 500 of Automate, two num-
( Y/N) ? " ; : GET
340 IF R*="N" or R*=:"n" THEN 360
350 GOTO 3O0
1 ; " more
U 1 J r .1 1 , . , ■^^'^ ■^ " character (s) . "
bers are changed from the values shownin the 320 ? :? -More commands
DATA statements before putting them into the »2 , x : r*=chr* < x )
AUTORUN.SYS file. The first is a bvte in the 3?? H ^*=':.r ?? R* = "y" then 14o
AUTORUN.SYS file header which gives the end ^_^ „^ _^.
of the program when loaded in memory. This is 360 ?"chr*0 25) ;
the sum of the core program length and the ^^<^' "^ "Mount diskette which is to bea
number of bytes in the command list. Automate ,„„ ^" „ ^^ ^,.-r^r-....
also alters the value of the immediate argument 370 7 - p^ess RETURNy^-HcET i5!x:cL
of the CPY mstruction in Iine370 of Program 2. dse #1: close #2
ThisbvteissetequaMo the total number of char- ^'^"-' "^ CHRt<i25>;:? "Writing autorun.s
actersWludingEOL's)inthecom^^^ ,,„ oPEN^iT; ;, 0, -d.- autorun. svs"
Loop two (lines 5o0 through 550) PUTs m the com- 420 rem put out the header and the co
mand list which resides in BS. Finally, loop three RE machine language program
(lines 580 through 590) adds a twelve byte post- ''^^"' ^^^^a 255,255,0,6,59,6
script to the file which provides the system with '*'*" s?IJi ^33; 3 ' ' ''"^' "* ' ' '^^ ''^"" ' "" '''*'' '
the initialization and run locations for the 450 data 1X9] 6, 141 , 34, 3, 96, 251 . 243, 51
routine. ,246,33,6
The BASIC program here provides an easy ""^^ ^^"^^ i63, 246, 51 , 246, 60, 246, 76, 228
way to create a useful AUTORUN.SYS file. There ,,0 data' 2; 1 ?2: 33, 6, 1 92, o, 208, 10, 169,
are dozens of ways this file can be used. It doesn't 0,141.33
necessarily have to be a serious application. For ^^^^ data 3, i69, 22b, i4i , 34, 3, 1 as. 59, 6,
example, it's sort of fun just to start up mv ^ '^'"' ■ ^ ^'^^
,. ,. . ^ .^ J t •. J- 1 "1. 4'?C' FOR 1 = 1 TO 66: READ X
machine, listen to it go through its disk machma- ^qo if 1=5 or i=48 then x = Xi^L
tions, then see it automatically display the per- 510 put »i,x:next i
sonalized greeting; S20
READY WHEN YOU ARE, J.W.! ^ "ascTe*!?. i" ) )
REM ADD THE COMMAND LIST
Program 1.
50 1=0: L=0:MAX=196
60 DIM A* (MAX) , B« (MAX) , R* < 1 )
70 OPEN #1 , 4, 0, "E: " : OPEN #2,4,0. "K;"
80 ? "This program helps you to creat
e "
90 ? " a personalized AUTORUN.SYS -f i 1
550 PUT #1 , X : NEXT I
560 REM APPEND INITIALIZE AND RUN VEC
TORS
570 DATA 226,2,227.2.0,6,224.2,225,2,
17,6
530 FDR 1=1 TO 12:READ X
590 PUT tt 1 , X : NEXT I
600 CLOSE #1:7 CHR* ( 1 25 > ; : END
100 7 " which, foJlDwing the disi; bo
□ t" DO IF
llO 7 "{3 SPACES JprocBss , automatical 0320
ly issues" E400
150 COMPini! January, 1<3B3
Program 2.
0 100
CONSOL =
too IF
0 1 1 0
DEVTAB =
*0320
0120
OLDDHT =
«E400
LEARN TO TYPE
ORGET
BLOWN TO BITS
MasteiTVpe'
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and Atari™ make typing
Now anyone can learn to type and have hours of fun
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It's no wonder, when you consider what InfoWorld
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Masteiiype teaches your fingers to fly.
Face it. If you're like most people, the most inefficient
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i9Mn.n9Softwa«
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"aiSl 527-5280
0130 ;
OOOO 0140 »= «0600
0600 ADIFDO OlSO INIT LDfl CDNSOL
; Load the console switch
regi ster
0603 2904 016O AND #*04
; and check for the OPTION
key .
0A05 FOOA 0170 BED RUN
; I -f it's pressed, branch
to the RTS.
0607 A912 Olao LDA «NEWDHT&
*OOFF sOtherwise, install the v
ector
0609 8D2103 0190 STA DEVTAB+1
;to the new device handle
r table
060C A90fc 0200 LDA #NEWDHT/
256 ;in the appropriate place
in the
060E 8D2203 0210 STA DEVTAB+2
;dBvice table and
0611 60 0220 RUN RTS
; return .
0230 ;
0612 FBF3 0240 NEWDHT .WORD *F3FB
;This is the replacement
0614 33F6 0250 .WORD *F633
iscreen editor handler
0616 2106 0260 .WORD GET-1
;vector table. All the
0618 A3F6 0270 .WORD tFAAS
;vector5 have their defau
It
061A 33F6
061C 3CF6
02B0 -WORD «F633
;value5 except -for the
0290 . WORD «F63C
;GET routine, which
061E 4C 0300 .BYTE »4C
^points to the replacement
061F E4F3 0310 .WORD *F3E4
jroutine below.
0320 ;
0621 00 O330 COUNTR .BYTE 0
;character counter
O340 ;
0622 EE2106 0350 GET INC COUNTR
s Increment the character
0625 AC2106 0360 LDY COUNTR
;countBr, Compare it with
0628 COOO 0370 CPY #ENDLST-
BEGLST ;the command list length.
062A DOOA O380 BNE CONT
; if not equal , branch to C
ONT.
062C A90O 0390 LDA #OLDDHT&
*OOFF ;Otherwise, reinstate the
062E 8D2103 0400 STA DEVTAB+1
;default screen editor han
d 1 er
0631 A9E4 0410 LDA #OLDDHT/
256 ;table vector at the prop
er
0633 8D2203 0420 STA DEVTAB+2
;5pot in the device table.
0636 B93B06 0430 CONT LDA BEGLST-1
»Y jFetch the next character
0639 AOOl 0440 LDY #1
;-from the command list and
063B 60 0450 RTS
; return .
0460 ;
0470 BEGLST
0480 jThe command list go
es here .
063C 0490 ENDLST .END Q
r
~\
PRICKLY- PEAR SOFTWARE
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Astrology
Truly a classic, this program will accurately cast your
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All About Commodore's
WAIT Instruction
Louis F, Sander, Pittsburgh
WAIT is one of Commodore BASIC'S most mysterious
instructions - seldom seen in programs, rarely men-
tioned in magazines, and nearly impossible to under-
stand in 77mnuals. But it's available for VIC-20, PET/
CBM, and 64 users. To find out how helpful it can be
for all kinds of applications (program debugging, single-
stepping, even a superior form of the connnon pause
GET K$: IF K$ = " " THEN), read on.
WAIT allows a BASIC program to communicate
with hardware and with certain software external
to itself. It causes PET to suspend all apparent
activity on receipt of a signal from the keyboard,
an external device, or the computer's internal
timers. PET's normal activity resumes when the
signal is removed. Thus, WAIT provides a simple
means of pausing until a key is pressed, an interval
ends, or contacts open or close. We'll soon get to
some useful examples.
When executed, WAIT examines a selected
memory location and halts the program if the
location contains a specified "trigger value." The
program continues if, or as soon as, any other
value appears in the selected location. Optionally,
WAIT can be made to ignore some of the bits in
the location it is testing.
In other words, WAIT halts a program if, and
for as long as, selected bits in a chosen location
have one specific pattern. Note carefully: the pro-
gram waits if a specific pattern exists, not /or a
specific pattern to appear.
WAIT'S format is:
WAIT ADDR, MASK, TRIG
ADDR, MASK, and TRIG can be any numeric
constants, expressions, or variables in the range
0-65535 for ADDR, and 0-255 for MASK and TRIG.
TRIG and its leading comma may be left out of
the statement if desired, in which case TRIG de-
faults to zero.
Technically speaking, the WAIT statement
reads the status of memory location ADDR, ex-
clusive ORs it with TRIG, then ANDs the result
with MASK, repeating these steps until a nonzero
result is obtained. Practically speaking, few human
minds can follow such logic, let alone comprehend
its effect on their programs. If you prefer simpli-
city, think of WAIT as saying this: "Pause if the
MASK bits in the contents of ADDR are the same
as those in TRIG. Otherwise, continue." But let's
illustrate some of its specific uses.
ADDR is the address of the memory location
to be tested. WAIT halts the program if ADDR
contains a preselected trigger value, resuming
execution if and when ADDR's contents change.
It follows that ADDR must be a location whose
contents can change independently of the pro-
gram, or there will be no way to resume program
execution. Relatively few memory locations meet
this criterion - mainly they are associated with
the keyboard, the user and IEEE ports, and the
computer's internal timers. Table 1 is a partial
listing of such locations.
MASK determines whether WAIT tests all, or
only some, of the bits in ADDR. If a given bit in
MASK is set to one, the corresponding bit in
ADDR will be tested. Otherwise, the bit will be
ignored. If the entire contents of ADDR are to be
tested, MASK must equal 255; any lower number
will cause WAIT to ignore one or more bits. The
various powers of two are often used in MASK,
to monitor a single bit for a one or a zero. Zero is
a legal value for MASK, but should never be used,
since it always causes an endless halt. (Any
number and zero equals zero.)
TRIG is the value that triggers a halt. If WAIT
is executed when ADDR contains TRIG, the pro-
gram will stop until TRIG is replaced by another
value. Of course, if MASK is blocking out one or
more bits, any number whose unblocked bits are
identical to those in TRIG will have the same effect
as TRIG, and will cause the program to halt.
TRIG'S default value is zero, so when TRIG is
omitted from the WAIT statement, a halt occurs
whenever all the unblocked bits are zero.
WAIT has three other notable properties.
First, just as PRINT can be abbreviated as "?",
WAIT can be abbreviated as "W shifted A". You
can use this property to save keystrokes and line
space. Second, the STOP key will not terminate a
WAIT. That can only be done by satisfying the
logical conditions in the argument; if a program-
ming error has made this impossible, you must
reset your machine to recover. So as soon as you
put a WAIT statement into a program, save a copy
on tape or disk; that will save you if you've made
an error. Finally, WAIT does not affect the jiffy
clock - TI and TI$ continue during WAITs, even
Januciiy.19a3 COMMITEl 153
though the computer and the STOP key are os-
tensibly dead. So by using the memory locations
of the jiffy clock, you can precisely control WAIT's
pauses.
Real World ApplicaMons
Table 2 lists some of WAIT's uses, along with the
arguments used to implement them. To demon-
strate these applications, the following examples
can be inserted as line 25 of this little program;
10 T1S = "000000"
20 PRINT TI
30 GOTO 20
Lines 20 and 30 cause a continuous screen
printout while the program is running, making it
easy to observe the effects of the WAIT in line 25.
(The following examples use ADDResses from
Original ROMs; if you have PET Upgrade, 4.0, or
a VIC or a 64, use Table 1 to find the right
ADDResses for your machine.)
WAIT 59410,255,251 stops the program when
SPACE is depressed, and continues execution
when it's released. No other key can make the
program pause if these arguments are used. Dif-
ferent TRlGs, of course, will activate different
"59410 keys."
WAIT 59410,255,255 stops the program uiitil
SPACE or one of the other "59410 keys" is de-
pressed. Only these keys can change the contents
of 59410, and any one of them will do it, thus
ending the WAIT.
WAIT 516,255 is a simple way to pause until
a key is pressed. Since 5J6 contains a zero until
SHIFT is pressed, this line halts the program until
you press SHIFT. Notice that the STOP key has
no effect unless SHIFT is pressed and the program
is running. Also notice that WAIT 516,1 would
have the same effect, using fewer bytes.
WAIT 59411,8,8 waits for a button on the
tape drive to be pressed. While all the buttons are
up, 594irs eight-bit is set, and the program halts.
Depressing PLAY or any other recorder button
clears the eight-bit, resuming execution of the
program.
WAIT 59411,8 halts the program when the
eight-bit is cleared, resuming when it's set. So,
unlike the last example, this one stops when a
button is doum. Together, these two examples
show how to use a one or a zero in anv bit position
to stop your program - just block out all the other
bits and use TRIG to look for a one or a zero in
the position of interest. This technique can be
used to wait for a peripheral to signal that it is
ready to proceed, assuming that the signal comes
Table i: Some Useful Memory Locations
PET
PET
Orig.
ROMs
Upgrade
or 4.0
ROMs
VIC-20 64
Contents
512
141
162 162
Increments every jiffy (1/60 second).
513
142
161 161
Increments every 256 jiffies (4.2 seconds).
514
143
160 160
Increments every 65536 jiffies (18.2 minutes).
Zeroing TIS zeros all three clock locations.
515
516
151
152
197 197
(Note: returns keyboard matrix
ratKer than ASCII value)
653 653
Unique value for the key pressed at the current jiffy.
No key = 255. Other values differ with ROMs.
Status of SHIFT key. Up = 0, Down = l.
525
158
198 198
Number of characters in the keyboard buffer (0 to 9).
59410
59410
N/A N/A
Senses certain keys. The keys vary with keyboards
and ROMs, but these are the most common:
ForBASICl.0and2.0 For BASIC 4.0
RVS = 254 '<-'key=254
'['key = 253 '3' key = 253
SPACE = 251 '6' key = 251
' < ' key = 247 '9' key = 247
STOP = 239 STOP = 239
'.'key -191 ':' key = 223
' = 'key = 127
Note that pressing a key zeros a bit in 59410.
Pressing multiple keys zeros multiple bits.
59411
59471
59411
59471
37151
(Button down = 62
all buttons up = 126)
37136
The eight-bit of this location tells the state of the but-
tons on TAPE #1. Button down = 0, all buttons up = 1.
Parallel User Port.
154 COMPUre! Januory,1963
WORD
PROCESSOR?
. ■ l-J..I..I-!-f.!J ■ VICSO
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by way of a line going high or low.
WAIT 514,128 pauses until the jiffy counter
hits 128. See Table 2 for other valid MASKs for
this purpose (WAIT ADDR,T).
WAIT 525,1 : POKE 525,0 waits for any key
to be pressed. This is simpler than the more
common
25 GET A$ : IF A$ = " " THEN 25
and it allows other statements to follow it on the
same program line. The POKE is there to clear the
keyboard buffer and can be omitted if there are
no subsequent GETs or INPUTs in your program.
WAIT 525,2 : POKE 525,0 waits for two keys
to be hit. There is no easy way to wait for three.
WAIT 513,255,PEEK(513) waits for the 4.2
second timer to increment. The screen display
will prove that this happens every 256 jiffies.
WAIT 516,1,PEEK(516) illustrates an inter-
esting technique. Whether SHIFT is up or down.
WAITing On The
VIC-20 And
Commodore 64
Doug Ferguson, Eiido, Ohio
Joysticks Can WAIT
One of my pet peeves involves a game that
uses a joystick for virtually aU movement,
but when it's time to indicate whether to
play again, I have to put aside the joystick
and hit a function key, type Y for YES, or hit
the space bar. Why not use the joystick?
End-of-the-program questions are well
suited for the WAIT command. To replay or
not to replay is hardly a "menu" of choices.
With WAIT, the computer "waits" for the
replay signal. Even if the player wants to
quit, he can always RUN/STOP-RESTORE or
turn off the power.
The most suitable replay signal is the
fire button, as in this VIC-20 example:
6000 PRINT "YOU WIN!!": PRINT" PRESS
FIRE-BUTTON TO PLAY AGAIN"
6005 WAIT 37137,32: REM IN CASE BUTTON
IS ALSO USED IN THE GAME ITSELF
6010 WAIT 37137,32,32
6020 RUN
Here is a table showing the specific test values
not onlv for the VIC-20 but also for the
Commodore 64:
COMMODORE 64
nRE
LEFT
DOWN
UP
BRIGHT
ANY (except
VIC-20
WAIT 37137,32,32
WAIT 37137,32,32
WAIT 37137,16,16
WAIT 37137,4,4
WAIT 37152,128,128
WAIT 37137,62,62
Joystick 1
145,16,16
145,4,4
145,2,2
145,1,1
145,8,8
145,31,31
Joystick 2
56464,16,16
56464,4,4
56464,2,2
56464,1,1
56464,8,8
56464,31,31
RIGHT on
the VIC)
*POKE 37154,127 before and POKE 37154,255 after the
WAIT slatement on the VIC.
This table assumes you want to test if the
joystick is pressed a certain way. If you want
to test that a certain position is not pressed,
just leave off the last number (as in line
6005).
Tracing With WAIT
Another way to use WAIT is in FOR/NEXT
loops in either program or direct mode. For
example, to examine the contents of the ROM
memory containing BASIC, type in the fol-
lowing program:
100 FOR X = 12 * 4096 TO X + 81
91: PRINT X,PEEK(X)
110 WAIT 197,64
120 NEXT
or the direct statement
FOR X = 12 * 4096 TO X + 8191:
PRINT X,PEEK(X) rWAIT 197,64;
NEXT
(In both examples, substitute 10*4096 for the
Commodore 64.)
A list of memory addresses and contents
will begin to scroll by. To stop printing, press
any key (except RESTORE, SHIFT, CTRL, or
the Commodore key). Printing resumes
when the key is released. If the WAIT is
changed to WAIT 653,1,1, the SHIFT key
alone becomes the control key. This has the
advantage of providing a "hands off" pause
by using the SHIFT LOCK key.
It is also possible to single-step (go
through a program line by line) using the
WAIT command. Simply change the WAIT to
WAIT 197,64: WAIT 197,64,64
for "any key" control or
WAIT 653,1,1: WAIT 653,1
for SHIFT key control, although the SHIFT
LOCK is of no consequence when single-
stepping.
Escape from examining memory by hit-
ting the RUN/STOP key.
156 COMPVIH JonuorY,1983
IMOW. The only real limitation
for your VIC 20 is imagination.
The ARFON MICRO VIC 20 EXPAWSION CHASSIS allows you to fully expand the VIC 20
memory, plug fn Interfaces, other computer peripherals, cartridges for expanded Basic
language functions, programming utilities and even ROM cartidges of your own design to
turn the VIC 20 into a sophisticated computer control system. In fact, with your VIC installed
in the AFRON MICRO VIC 20 EXPANSIOIM CHASSIS the only real limitation to the uses you
can find for the VIC 20 Is Imagination.
VJC 20 SOFTWARE FROM ARFOIM MICRO, U.S.
TOTL TIME MANAGER is a set of two programs which
allow you to create personaf or business schedules, calen-
dars of events, and checklists of activities. Organize reports
by: person, project, or aaivity. Sort reports by; beginning
or ending dates, or activity number. Print 56 different bar
chart formulas. S25.
RESEARCH ASSISTANT 2.0 is a set of programs which
allow you to keep track of reference data and- create
keyword cross reference lists. Keep data on reference sour-
ces: author, title, bibliography. Keep reference notes;
page(sj, text, up to 12 keyword cross reference, print
data and or cross reference lists. S25.
TOTL LABEL 2.0 is a very useful mailing list and label
program. TOTL LABEL 2.0 features easy editing, add or
delete labels, define your own labels (width, length, num-
ber of printed lines), sort alphabetically or numerically and
more. S20.
TOTL TEXT 2.0 Is a complete word processing program
which allows you to create and format professional
looking documents. There is no limit to the length of a
document. TOTL TEXT features; page numbering,
paragraph control, right and left margin control, VIC prin-
ter expanded characters, skip to top of page, single,
double, or triple spacing, centered title lines, tab position
control, charaaer and line spacing, upper and/or lower
case, use of graphic characters, full screen editing, full cur-
sor control while editing, scroll up and down through text,
add, change and delete charaaers, insert and delete blocks
of text. S25.
TOTL TEXT 2.5 has all the features of TOTL TEXT 2.0, plus
up to 4 heading lines per page, footing line every page,
footnotes, keyboard imput for form letters (up to 6 80-
column lines), special charaaers for printer, right justify,
and 3K additional working memory for editing. S35.
ALL TOTL 2.0 series programs work with tape and/or disk
and require VIC 20. 8K expansion, cassette deck and/or disk
drive, VIC printer or RS-232 printer.
BALDOR'S CASTLE is a fast-moving real time ad-
venture—can you fight off 1 1 different types of
monsters with just your bare hands, or will
you need bow and arrow, magic sword,
potions, and more to steal Baldor';
gold? Game cartridge by Martin Ken-
nedy. (More fun with joystick.)
ARFON VIC EXPANSION CHAS-
SIS comes complete with al-
uminum cover/ monitor shelf.
W<&-1
^i<p:
:^>5
Pldi
VIC 20 & COIMIWODORE
Business Machines-
are registered trademarks of Commodore
"^^^1
Aik your Vrc Dealer, or Contact
ARFON MICROELECTRONICS, U.S.
1 1 1 Rena Drive, Lafayette, La. 70503
(318)988-2478
AIM
FOR EFFICIENCY
Accounting
+ Integration
'^MAGIS PLUS"
The one-step accounting system!
MAGIS PLUS Software by MAG, Inc.
This software is the superior alternative
to an incomplete accounting system.
Available through:
South Eastern
Computer Outlet
P.O. Box 127 Comer, GA. 30629
SECO specializes in Commodore,
Digilog, Texas Instruments & Victor
hardware.
SECO AIMS TO PLEASE!
Call collect: (404) 783-5011
MasterCard and Visa accepted.
this line waits for it to change. (Careful if you
changed ADDR to accommodate your ROMs, the
PEEK must be changed to match it.)
WAIT 515,255,PEEK(515) does the same for
any other key.
WAIT 59471,1,1 waits for the PAO line on the
user port to go low. Don't try this or the following
examples unless you've configured the port for
inputs and can control the lines.
WAIT 59471,1 waits for PAO to go high.
WAIT 59471, 1,PEEK(59471) waits for PAO to
change state.
WAIT 59471,3,2 waits if PAO is low and PAl
is high. Otherwise, the program continues to
run.
Of course, there are hundreds of other ways
to use WAIT. If you understand the ones we've
looked at here, you're ready to find and exploit
the others. Here's one of them, to check your
understanding: If X means we don't care whether
a bit is Cor 1, and if we want our program to pause
as long as XXXXOlOl appears in location 59471,
but to continue on any other value, the proper
statement is WAIT 59471,15,5. If you understand
exactly why 15 and 5 are the proper arguments,
you really do know all about WAIT.
Table 2:
Some Useful Applications
ADDR is the memory location to be tested.
CONT is ADDR's contents when tested.
Argument
WArTADDR,255,N
WA1TADDR,255,255
WAIT ADDR,255
WAITADDR,B,B
WAITADDR,B
WAITADDR,T
Effect
For N of 0 - 255, waits while CONT
= N. Continues when CONT does
not equal N.
Waits as long as all bits in CONT
are ones. Continues when any bit
goes to zero.
Waits as long as all bits in CONT
are zeros. Continues when any bit
goes to one.
Where B is 1,2,4,8,16,32,64 or 128,
waits while CONT's B-bit is one.
Continues when the B-bit is zero.
Where B is as above, waits while
CONT's B-bit is zero. Continues
when the B-bit is one.
Where a counter in ADDR cycles
from 0 to 255, and where T is 128,
192, 224, 240, 248, 252, or 254, waits
while CONT is less than T. Con-
tinues as soon as CONT =T. j_
158 COMPUn! Jonuarv,19S3
Bcommodore
INTERFACES
ADA-1 450 Serial
.... $149
ADA-1600 Parallel
.... 149
RS232 cable for Vic or 64, 2rn
.... 30
Video/AudlQ cable lor 64 & monitor
.... 25
MONITORS — Great resolution
for the GBM 64 or VIC
Panasonic, 13" Color
.... $375
Amdek Color 1
.... 330
NEC JB 1201M, 12" Color
.... 330
NEC JB 1201. 12" green phosphor
.... 170
Amdek Video 300L, green phosphor
175
BUSINESS SOFTWARE
Spellmaster Dictionary (great for WordPro!)
.... S199
OZZ Data Base System (8050)
.... 240
Silicon Oltice (database, wp)
.... 995(l^ew)
WordcrafI 80
.... 289
VisiCalc {new expanded)
.... 199
Dow Jones Portfolio Managemenl System {RS232)
.... 120
WordPro 4 + or 5 +
.... 299
The Manager
.... 199
Legal Time Accounting
.... 425
,R.M.A
.... 295
BPI A/R, G/L, Job Cost. Inventory, Payroll
.... 32&pkg
SJB will service any VIC or CBM64.
MasterCard, Visa, Money Order, Bank Check
COD (add S5) accepted.
Add 3% surcharge for credit cards.
In stock items shipped within 48 hours, F.O.B.. Dallas, TX.
All products shipped with manufacturer's warranty.
TO ORDER CALL TOLL FREE
800-527-4893 800-442-1048 (witnin Texas)
SJB will meet any competitive price under
similar in-stock conditions. /
SJB DISTRIBUTORS, IK./4
10520 Piano Road, Suite 206 '^-
Oallas, Texas 75238
(214) 343-1328
Prices are subject to change without notice. Sat 10 to ;
Business Hours:
M-F 8 to 6
Sat 10 to 2
SOFTWARE FOR GBM 64 E
Word Processing S90
Computer Tutoring Game (COCO) 50
General Ledger 199
Pet Emulator (emulates 4.0 basic) 30
CBM EasyCalc (for ttie 64) 99
CBM EasyFinance 50
CBM EasyPlot . . , 80
CBM EasyScan (appointment manager) 80
Sprite-Magic (btiild sprites on screen with
Joystick, save to disk or cassette) 30
Assembler Package for CBM 64 (cassette)
Editor (creates and updates source code),
Assembler, Loader, Disassembler 50
Mail Mate 50
IEEE Interface (64) 100
Parallel Interface 90
RS232 Interface (modems, printers) 45
VIC PRODUCTS
VIC 20 Computer, 5K S199
Vic Datasette Recorder 60
Vic 1541 Disk Drive 395
VIC MODEM (for CBM 64) 100
VIC 1 525 Graphic Printer (for CBM 64) 325
8K Memory Expansion Cartridge 49
16KRAM 99
24KRAM 155
IEEE Interface (VIC) 85
Gorf (great arcade game) 30
Omega Race 30
Midnight Drive 23
VIC 3 slot Expander 43
VIC 6 slot Expander 83
Seawolf 23
Cosmic Cruncher 23
Arcade Joysticks — Heavy duty with 2 firing
buttons! Great for the VIC or 64
SjperPET (5 languages, 2 processors)
CBM 8032 Confiputer, 80 column
CBM Memory Expansion, 64K
PET 4032, 40 Column
CBM 8050, 1 Mg. Dual Drive
CBM D9060, 5 Mg. Hard Disk
CBM D9090. 7.5 Mg. Hard Disk
CBM 4040, 340K Dual Drive
CBM 2031, 170K Single Drive
PRINTERS — LETTER QUAUH
CBM 8300,40cps
Diablo 620, 25cps
Nee Spinwriler 7700,55cps
Nee Spinwriter 3500.35cps
PRINTERS— DOT MATRIX
CBM 4022,80cps/graphics
CBM 8023,150 cps/graphics ■
Okidala 82A,120cps/senal or par
Nee 8023A(paralIel)
Apple Machine
Language Memory Aid
K Lourosh, Decatur, IL
"ML Helper" is a utility developed to assist fledgling
Apple machine language programmers in studying
6502 object code when the original source code is not
available, and also in adapting that code to their par-
ticular needs and si/stans. This program also loorks as
is on OSl and can easily be modified for any Microsoft
BASIC.
Options are offered in this program to list and
modify zero page usage, to list and modify abso-
lute addressing references, and to relocate the
code under examination. Although written in
Microsoft tloating-point BASIC, this utility is read-
ily converted to the other popular dialects. In
fact, while my system is OSI, the listing is for
Apple simply to involve a wider audience.
You may save ML Helper without REMarks.
If you do, notice that line 31 may be incorporated
into line 29, and line 35 into line 33, for increased
program optimization. However, do not tamper
with the "NEXT A" statement of line 51, since
ML Helper will exit a loop without completing it;
a simple "NEXT" there is insufficient.
hi the interest of brevity, I chose to do no
error checking of input from the keyboard. Thus
it's easy to become careless and obtain seemingly
inexplicable program performance. Also, when
using hexadecimal notation, I assumed you won't
prefix an address with the "$" symbol. Further-
more, leading zeros are harmless, but quite un-
necessary. No relocate is foolproof. Hence, ML
Helper does not resolve the indirect JMP or the
technique of jumping with an RTS once the stack
has been prepared. In other words, jump tables
and data blocks are moved unchanged.
Disassemble And Relocate
When up and running, ML Helper emulates a
disassembler, examining the address range you've
specified for valid 6502 operation codes. When
they are found, the program logic proceeds to list
or modify the zero page references, to list external
absolute references, to modify absolute references,
or to move code and modify addresses for a suc-
cessful relocate, whichever option is operative.
Bytes determined to be invalid instruction
code sequences are assumed to form data tables,
A data table finder, as such, is always active and
can actually become an unspecified sixth option
160 COMPUTSI .kjnuaFV.ieaa
to locate unknown data table areas.
At this point I set an arbitrary criterion -
namely, that wherever there occurs a block of six
or fewer consecutive bytes of executable code, the
data table finder should, nonetheless, report that
block of code as part of a data table area. If this
standard proves unsuitable for your requirements,
then change the "A-7" expression in line 350. The
absence of data tables is reported as an address
range of 0-0 (SOOOO-0000 hexadecimal).
Menu item 4 may not be immediately clear.
The "EXTERNAL" references that ML Helper will
list are those absolute addresses referencing mem-
ory outside the body of the program module being
examined. Displaying all absolute addressing
usage produces a counterproductive volume of
screen clutter which I thought best to avoid.
Menu item 5, by which you elect to change
absolute references, is not similarly restricted. If
during a run it appears that interesting data might
scroll away, then Apple users are reminded to
invoke the CTRL S Stop-List feature of their sys-
tem; others may have to rely on CTRL C or divert
all output to hard copy. Have fun exploring un-
charted machine language programs with ML
Helper pointing the way.
0 DATA 23 2
68,138
1 DATA 154
240,14
2 DATA 160
66,164
3 DATA 196
10 DATA 69
8,246,
11 DATA 24
,113,2
12 DATA 22
141,14
13 DATA 10
,200,
,152,
,64,1
4,176
,201,
,133,
,101,
,38,1
214,2
5,53,
41,49
5,33,
2,140
9,237
202,136,
234,10,7
20,88,18
,48,16,8
224,192,
134,132,
229,36,3
02,6,70,
13,117
21,85,54
,17,81,1
1,65,32,
,238,206
,45,13,7
72,104
4,42,1
4,248,
0,112,
105,23
230,19
7,5
181,182,180,1
1,24,56,
106,186
,216,8,4
,169,162
J3,41,9,
1,197,2
,118,2
61,129
76,108
,205,2
7,46,1
2,86,17
,193,97
,44,173
36,204
10,14,7
^ ^ f ii J J f
121,249
96,170,1
0,0,208,
73,165,1
28
49,150,14
7,145,209
,174,172,
8,189,190
61,29,93,
E THEN "
20 DATA 188,157,254,222,221,1
6 2,126,30,9 4,18 5,153,217,
21 DATA 57,25,89: GOTO 530
30 REM *** LIST ADDRESSES ***
40 IF A(Z) > = S THEN IF A(Z) <
RETURN
50 IF Z = 0 GOTO 80
6 0 FOR X=0TOZ-1:IFA(X
ETURN
68 S(T) = VAL (HS):E(T) = VAL
7 0 NEXT
80 PRINT "ADDR REF'D: " j : IF H THEN D = A(Z)
: GOSUB 220: PRINT "$"!!$: GOTO 100
90 PRINT A(Z)
) = A(Z) THEN R
CES)
100
110
120
130
140
150
160
170
130
190
195
200
210
220
225
230
240
245
250
260
265
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
531
532
533
540
541
542
550
560
570
THEN POKE A
RETURN
255 THEN I
THEN K
POKE A + 2,K
FOR A =
REM ***
Z = Z + 1 - (Z > 29): RETURN
REM *** ZERO PAGE CHANGE ***
FOR I = 0 TO X: IF C(I) = A(Z)
+ 1,D(I)
NEXT : RETURN
REM *** RELOCATE ***
IF A(Z) < TS OR A(Z) > TE THEN
I = PEEK (A + 1) + T3: IF I >
=I-N:T4=T4+1
POKE A + 1,1: POKE A + 2, PEEK (A + 2) + T
4: RETURN
REM *** CHANGE ABSOLUTE ADDR ***
FOR I = 0 TO X: IF C(I) = A{Z)
NT (D(I) / N)
POKE A + 1, D(I) - N * K;
NEXT : RETURN
REM *** DEC-HEX ***
H5 = "":F = 4096: FOR J = H TO 4:K = INT "
(D/F):D=D-K*F
H$ = HS + MIDS (G$,K + H,H}:F = F / 16: NE
XT : RETURN
REM *** HEX-DEC ***
D = 0:F = H: FOR J = LEN (HS) TO H STEP - "
H:M = ASC ( MIDS (H$,J,H ) ) - 48
D=D+F* (M-7* (M> 9}):F = 16 * F: ~
NEXT : RETURN
REM *** PRINT DATA TABLES ***
PRINT "DATA TABLE: ";: IF H THEN D = Tl: "
GOSUB 220: PRINT "$ "H$ "-" ; :D=T2
GOSUB 220: PRINT H5 : RETURN
PRINT T1"-"T2: RETURN
REM *** MAIN ROUTINE ***
S TO E
SKIP DATA TABLES ***
FOR I = 0 TO T: IF S(I) THEN IF A > = S(I)
THEN A = E(I) + 1:S(I) = 0
NEXT : FOR I = 0 TO 150: READ M: IF PEEK (
A) = M GOTO 390
NEXT
REM *** PRINT DATA TABLES ***
IF A - 7 > T2 THEN IF Tl THEN GOSUB 260:Tl
= A
IF Tl = 0 THEN Tl = A
T2 = A: GOTO 510
REM *** 1-BVTE IGNORE ***
IF I < 29 GOTO 510
REM *** 2-BYTE IGNORE ***
IF I < 48 GOTO 500
REM *** ZERO PAGE ***
IF I > 102 OR C > 2 GOTO 470
IF C < 3 THEN A(Z) = PEEK (A + 1): ON C GO
SUB 50,120
GOTO 500
REM *** 3-BYTE ***
IF I < 103 GOTO 500
IF C > 2 THEN A(Z)=PEEK (A + 1) + PEEK (A '
+ 2) * N: ON C-2 GOSUB 150,40,190
A = A + 1
A = A + 1
RESTORE : NEXT A: GOSUB 260: END
REM *** END OF MAIN ROUTINE ***
PRINT "1= LIST ZERO PAGE REFERENCES" : PRINT
"2= CHANGE ZERO PAGE REFERENCES"
PRINT "3= RELOCATE": PRINT "4= LIST EXTERN
AL ABSOLUTE REFERENCES"
PRINT "5= CHANGE ABSOLUTE REFERENCES": PHI
NT: PRINT "CHOOSE ONE: ";: GET H$
PRINT H$:C = VAL (H$):PRINT :PRINT "WANT H
EX NUMBERS, Y/N? ";: GET H$:PRINT HS
PRINT :H = H$ = "Y":N = 256:G$ = "01234567
89ABCDEF": DIM A{30)
INPUT "INPUT START, END ADDRESSES: ";HS,E$:
PRINT
IF H THEN GOSUB 240:S = D:H$ = E$: GOSUB 2
40:E = D: GOTO 560
S = VAL (HS) :E = VAL (E$)
IF C < > 3 GOTO 660
INPUT "INPUT TARGET ADDRESS: " ; H$ : PRINT :
IF H THEN GOSUB 240 ;TS=D:GOTO600
580
590
600
605
610
620
625
630
640
650
660
670
675
680
690
695
700
710
720
725
730
740
750
TS = VAL (H$)
REM *** CALCULATE OFFSET ***
+ E - S:I = ABS (TS - S):T4 = INT "
;T3 = I - T4 * N
S THEN T3 - - T3: T4 = - T4
MOVE ROUTINE ***
0 THEN K = TE: FOR I = E TO S STEP
POKE K, PEEK (I) :K=K-1
; GOTO 650
TE = TS
(I / N) :
IF TS <
REM ***
IF T3 >
- 1:
NEXT
K = TS: FOR I =
K = K + 1: NEXT
REM *** SWAP TS
K = TS:TS = S:S
S TO E: POKE K, PEEK (I)
S, TE S S ***
K;K = TE:TE = E;
E =
D:H$ = E$:
(ES)
N:S(T)
1
PRINT "LIST UP TO 11 KNOWN DATA TABLE
THE PROGRAM. TYPE 0,0 WHEN DONE.":?
RINT
PRINT "DATA TABLE "T" START, END: ";:
T "";HS,ES
IF H THEN GOSUB 240:8 (T) =
B 240:E(T) = D: GOTO 690
S(T) = VAL (H$) :E(T) = VAL
IF E(T) THEN I = T3 + T4 *
I:E(T) = E(T) + I:T = T +
IF T < 11 GOTO 670
IF C < > 2 THEN IF C < > 5 THEN PRINT
TO 290
PRINT : PRINT "LIST UP TO 11 ADDRESSES
E CHANGED. TYPE 0,0 WHEN DONE.":PRINT
PRINT "»"X". OLD, NEW ADDRESSES: ";:
"";H$,E$
IF H THEN GOSUB 240:C(X) = D:HS = E$:
B 240:D(X) = D: GOTO 740
C(X) = VAL {H$):D(X) = VAL (E$)
IF C(X) = D(X) OR X = 10 THEN PRINT :
290
X = X + 1: GOTO 7 20
K
S IN
INPU
GOSU
S(T) +
: GO
TO B
INPUT
GOSU
GOTO
TIRED OF WRITING
BORING BUSINESS DATA
PROCESSING PROGRAMS?
THE ALIEN GROUP needs an imaginative Pro-
grammer to create interesting softwore for its
Voice and Music Synthesizer Periptierols, He/
stie must be capable of v^/riting in Assembly
Language and hiave detoiled knowledge of
ot least one of ttie popular hiome computers
and its operating system. Send Resume to;
THE ALIEN GROUP, 27 W. 23fd St., NY, NY 10010
Use the handy
reader service cards
in the back of the
magazine for
information on products
advertised in COMPUTE!
January, 1983 COMPITTII 161
Supermon64
Jim Butterfield, Associate Editor
Supernioii64 is i/oiir gafezoay to machine language
pnygraiuming on the Commodore 64. Superman, in
several ~oersio)is, has been popular over the years as a
major programming tool for Commodore users. With
this adaptation for the 64, a good book on 6502 prog-
ramming, and patience, you can learn to write programs
or subroutuics which arc capable of running at extra-
ordinary speeds. You can learn machine language
programming.
Supermon64 itself is in machine language, but
you can type it in without knoiving what it means.
Using the Tiny Pccl<er/ Poker (Program 7), or via the
built-in monitor of a PET, type it in and SAVE it. The
fastest way to check for errors is to type in Program 3
on a regular PET (or use the portioning techniques
described in the article to make room for the chccksuju
program the same way you made room for the Tiny
Pecker). Then load Supermon64 into the PET. It will
come in above your BASIC. Then RUN the checksum
and it will report the location of any errors.
The easiest way to type in Supermon64 is by using
a monitor. Unfortunately, you won't have a mon-
itor until Supermon64 is typed in. This leads to a
chicken-and-egg situation. It's no good my
suggesting that you should borrow a friend's
Supermon64 to type this in; if he's got it, you can
just make a copy and save a lot of work. There's
gotta be another way.
The Commodore 64 has lots of memory. We
can waste some of it to create an easy method
which will allow us to enter this program. Maybe
we'll even learn something along the way.
You may have noticed that when you power
up the 64, it tells you that vou have 38911 bvtes
free. For the moment, I'm not going to tell you
what happened to the rest of the 64K (it's there,
but BASIC won't use it). The baffling thing is that
if you ask the machine to PRINT FRE(O), it will
tell you that it has -26627 bytes free. Don't be con-
fused; this is a bug and you can get the right
number by adding 65536. Whip out your trusty
calculator, do the addition, and do you get 38911?
Of course not, but it's close enough (another story
for another time).
Now: we're going to trim some memory away
from the computer, so as to give ourselves space
to stage Supermon64. First, we must prepare the
162 COMPUTE! Januaiy. 1983
new space so that it will be able to hold a BASIC
program. Type POKE 8192,0 and the space is
ready. Next, we are going to move BASIC to this
new area. Type POKE 44,32 followed by NEW
and the deed is done. At this point we seem to
have a perfectly normal Commodore 64 machine.
Everything will work as before. But, if you ask
PRINT FRE(O) you'll find that your free space has
dropped to 32765 bytes. We have sectioned off
the space where we will plant Supermon64. [You
can use this same technique, then type in Program 3
and ru)i the checksutn on your program - Ed.]
Now we are ready for a simple input program.
Enter the following:
ProgrOITI 1. Tiny Peeker/Poker.
100 PRINT "TINY PEEKEr/pOKER"
110 X$="*":INPUT X$:IF X$="*" THEN END
120 GOSUB 500
130 IF E GOTO 280
140 A=V
150 IF J>LEN(X$) GOTO 300
160 FOR 1=0 TO 7
170 P=J:GOSUB 550
180 C(I)=V
190 IF E GOTO 280
200 NEXT I
210 T=0
2 20 FOR 1=0 TO 7
2 30 POKE A+I,C(l)
240 T=T+C(l)
2 50 NEXT I
260 PRINT "CtIECKSUM=";T
270 GOTO 110
280 PRINT MID$ CX?,1, J );"??"; GOTO 110
300 T=0
310 FOR 1=0 TO 7
320 V=PEEK(A+I)
3 30 T=T+V
340 V=V/16
3 50 PRINT " ";
360 FOR J=l TO 2
370 V%=V
380 V=CV-V%)*16
390 IF V%>9 THEN V%=V%+7
400 PRINT CHR?(V%+48);
410 NEXT J
420 NEXT I
430 PRINT "/";T
440 GOTO 110
500 P=l
** ALL NEW!!! **
* * *
SOFTWARE FOR COMMODORE 64
WORD-PAC $74.95
Print up to 99 pages of text.
Automatic tabbing/Centering/Underlining.
Copy Lines/Merge/Pius More!
Coded in Machine language.
CALC-PAC $74.95
Interface-Compatible witti WORD-PAC & DATA-PAC.
Coded in our own Unique Spread-Sheet language.
Usef-Friendly Mathematical Applications.
DATA-PAC $39.95
Interface-Compatible with WORD-PAC & CALC-PAC.
User defined Formats/Search & Sorts.
Printer compatable.
EDITOR-PAC $69.95
Complete Programmer's Editor.
Auto-Number/Renumber including goto & gosub.
Program Merge/Global Search and Replace.
Plus Much More!
ASSEMBLER-PAC $59,95
Programmers take note!
Mnemonic format to Machine Language.
Link Modules/External references, More!
HOME-ACCOUNTANT $29.95
Checkbook with reconciliation routine.
Hard-Copy listing option.
Search and Review/Chart of Accounts.
Income and Expense.
ANNOUNCING . . .
The PCS/8064 Upgrade Module for the 64
On power-up the PCS/a064 provides:
ao-column video output.
WORD-PAC word processing.
CALC-PAC spread sheet mathematics.
DATA-PAC data base system.
Exit to BASIC.
All Applications Interface-Compatible.
Check local dealers or Call Pacific Coast Software
for retail pricing.
Plus Full line of Games/Home Software for 64
Free Catalog Offer.
PACIFIC COAST SOFTWARE
3220 S. Brea Canyon Rd. 218 8. Main/Box 1 47
Diamond Bar. CA 91 765 Le&jeur, MM 56058
(714) 594-8210 (612) 665-6724
fvlid-Eastern Distribution:
PERIPHERALS PLUS (21 5) 687-8540
1 55 E. Lancaster Ave, - Wayne, Penn. 1 9087
New England Distribution:
OMICRON (617) 769-6867
141 6 Providence Highway - Norwood, Mass. 02062
Dealer Inquires Encouraged.
Commodore 64 and 64 are trademarks o' Commodore
Bu3Jr>e&s Machines.
AREYOUA
SMART BUYER?
For v09*93 this is a smart buy if you're looking for a place
to store your computer, peripherals, and accessories without
spending a fortune.
The CS 1632 computer storage
cabinets compact yet functional
design fits almost anywhere while
housing your computer monitor,
joysticks, software, books and
peripherals all for only $89.95.
The slide out shelf puts the
computer at the right height and
position for easy comfortable
operation.
The fold up ioddng door keeps
unwanted fingers off the key
board when not in use.
To store joysticks just turn them
upside down and slide them into
the inverted storage rack.
Twist tabs on the back of center
panel allow for neat concealed
grouping of wires, while power
packs rest hidden behind center
panel on shelf.
The slide out software tray has room for 14 cartridges or cassettes
and up to 30 diskettes. Most brands of software will Gt between the
adjustable partitions with a convenient hook for the spare key at rear.
Stand fits Atari 400 & 800, Commodore 64 & VIC 20, Ti 99/4A.
and TRS-80.
Cabinet dimensions overall 36" high x 33-7/8" wide x 16" deep.
Cabinet comes unassembled. Assembly requires only a screwdriver,
hammer, and a few minutes of youi time.
Choice in simulated woodgrain, of warm golden oak or rich natural
walnut finish.
To order CS1632, send $89.95 lo:
30EGnE^
INDUSTRIES CORPOfUmON
Name
Address
Qty
F.O.Bca528
Laiic Oawcgo. OR 97034
Phone ordcn call. (503) 636-6888
.State
-Zip
O Golden oak finish Q Natural walnut finish
□ My personaJ check, cashiers check or money order is enclosed.
G BiKmyVlSA* Exp. Date
□ Bill my Mastercard # Exp. Date
Card Holders Signature
Immediale shipment if in stock, ifperaona] chcdt is sent, allow additjoia] 2 wee>s.
Prices subject to change ShipmenI subject to availflbiltty. Cabinet shipped linassembled in
2 canons. Ships UPS ftt. coDcci FOB Pojtiand. Oegon
\/
510
L=4
520
GOTO 600
550
P=J
560
L=2
600
E=0
610
V=0
620
FOR J=P TO LEN(X$)
630
X=ASC(MID$(X$, J) )
640
IF X=32 THEN NEXT J
650
IF J>LEN(X$) GOTO 790
660
P=J
670
FOR J=P TO LEN(X$)
680
x=asc(mid$(x?,j) )
690
IF X<>32 THEN NEXT J
7 00
IF J-POL GOTO 790
710
FOR K=P TO J-1
7 20
X=ASC{MID$(X$,K) )
7 30
IF X<58 THEN X=X-4B
740
IF X>64 THEN X=X-55
750
IF X<0 OR X>15 GOTO 7
760
V=V*16+X
770
NEXT K
780
RETURN
790
E=-l
800
RETURN
This program is a very tiny monitor. It will
allow you to enter information into memory, eight
bytes at a time. To do this: wait for the question
mark, and then type in monitor-format the address
and contents:
? 0800 00 lA 08 64 00 99 22 93
The program will return a checksum value to
you, which you can use to insure that you have
entered the information correctly. To view mem-
ory, type in only the address: the contents will be
displayed.
Completing The Job
When you have finished entering all that data,
you can make Supermon64 happen quite easily.
Three last POKE commmands and a CLR:
POKE 44,8 ^^'^''
POKE 45,232^] ^^. -i
> POKE 46,17 V^
CLR '
You have Supermon64. Save it with a conventional
BASIC SAVE before you do anything else.
Now you may RUN it - and learn how to use
it.
Supermon64 Summary
Commodore Monitor Instructions:
G GO RUN
L LOAD FROM TAPE OR DISK
M MEMORY DISPLAY
R REGISTER DISPLAY
S SAVE TO TAPE OR DISK
X EXIT TO BASIC
Supermon64 Additional Instructions:
A SIMPLE ASSEMBLER
D DISASSEMBLER
F FILL MEMORY
H HUNT MEMORY
P PRINTING DISASSEMBLER
T TRANSFER MEMORY
• Simple assembler
.A 2000 LDA #$12
•A 2002 STA $8000, X
.A 2005 (RETURN)
In the above example the user started assem-
bly at 2000 hex. The first instruction was load a
register with immediate 12 hex. In the second line
the user did not need to type the A and address.
The simple assembler prompts with the next ad-
dress. To exit the assembler type a return after
the address prompt. Syntax is the same as tlie
"disassembler output.
• Disassembler
.D 2000
(SCREEN CLEARS)
2000 A9 12
LDA
#$12
2002 9D 00 80
STA
$8000, X
2005 AA
TAX
2006 AA
TAX
(Full page of instructions)
Disassembles 22 instructions starting at 2000
hex. The three bytes following the address may
be modified. Use the CRSR keys to move to and
modify the bytes. Hit return and the bytes in mem-
ory will be changed. Supermon64 will then disas-
semble that page again,
• Printing disassembler
.P 2000,2040
2000 A9 12 LDA #$12
2002 9D 00 80 STA $8000, X
2005 AA TAX
203F A2 00 LDX #$00
To engage printer, set up beforehand:
OPEN 4,4:CMD4
• Fill memory
•F 1000 1100 FF
Fills the memory from 1000 hex to 1100 hex
with the byte FF hex.
• Go run
.G
Go to the address in the PC register display
and begin RUN code. All the registers will be re-
placed with the displayed values.
.G 1000
164 COMWRI January. 19B3
Programming The PET/CBM
by Raeto Collin West
The book described by Jim Butterfield as
"...unquestionably the most comprehensive
and accurate reference I have seen to date..."
The Reference Encyclopedia for Commodore 2000, 3000, 4000. and 8000 series computers and peripherals.
Here's just a sample of reviewer and reader reaction:
From reviewers ■ ^^'^ ^'^'^ review at first-
Educational Computing Review by Stephen Potts "This book is a must for every CBM/PET user.
"Of all the books I have read on the PET this book Programming FfOm readers:
the PET/CBM by Raeto West must rank as one of the most
comprehensive and readable accounts on the PET that I r^ave ever
had the pleasure to see...
"If you wish to get more from your PET than arcade games
and simple teaching programs then this book is a must for your
bookshelf. It does not matter whether you run on BASIC I . BASIC
2, or BASIC 4 since all routines are supplied with addresses and
changes to make them run on any machines wherever possible...
"...this book, with its lucid explanations of the PET, its useful
routines and programming hints, is an essential purchase."
IPUG Magazine Review |British PFT User Group] by Ron Geere
"This publication represents over a year's intensive research ... and
the resulting product is a valuable work of reference, A tremendous
amount of useful information has been packed in this 500 + page
work at which I was so over-awed that i did not know how to
a book the average to advanced user cannot afford nor to •
possess..."
"My copy of your ■Programming the PET/CBM has been in daily
use for nearly a month and I am finding it totally addictive,
suffering severe withdrawal symptoms whenever I try half-
heartedly to move on to other reading matter. It is without doubt
the best book on Its subject available today..."
"I have recently acquired a copy of your book Programming the
PET/CBM and must congratulate you on its concept and on
packing in so much detail. It's so very much better than anything I
nave had up to now that it'll be my constant reference manual."
"I have received my copy of Programming the PET/CBM by Raeto
West and I have recommended it to several of my students, This
book is so valuable that I cannot now afford to be without it."
Published exclusively in North America by COMPUTE! Books. The book is an astonishing
reference manual of useful information. Contents include this and much more:
1 Introduction and overviewr: Plan of the book, sources
of information, features and chronology of CBM hardware.
2 BA5IC and how it works: Storage of BASIC and its
variables: tokens, pointers, syntax; optimising BASIC.
3 Program and system design: Capabilities of the
equipment: charts, algorithms, space, timing.
4 Effective programming In BASIC; Seventeen examples,
including subroutines, dates, DATA, INPUT, rounding.
5 Alphabetic reference to BASIC keywords: Full
descriptions, with examples, of all keywords, with methods for
adding additional commands not present in CBM BASIC, e.g.
AUTO, DEL, OLD. POP, PRINT USING, SORT. VARPTR.
6 Disk drives; Descriptions of operation and workings of
disk drives, with BASIC and machine-code examples: bugs.
7 Alphabetic reference to disk BASIC commands;
BASIC 4 disk commands with examples and notes.
8 Other peripherals and hardwrare: Tape storage and
handling; printers: modem; keyboard; EPROMs; reset switches.
9 Graphics and sound: Tables of CBM characters: CRT chip;
animation, bar plots. 80 by 50 etc.; user-port sound.
10 The transition to machine-code: Introductory concepts;
a BASIC monitor; use of MLM, Supermon, Extramon; easy
examples.
1 1 More 6502 machine-code: 6502 hardware features;
eighteen common problems in programming: debugging.
1 2 Alphabetic reference to 6502 opcodes: Examples,
notes, and explanat;ons on each opcode from ADC to TYA.
13 Using ROM routines; IRQ, NMI, RESET; the Kernel;
examples - modifying LIST: ordinary and relocating loaders.
1 4 Effective 6502 programming: Assemblers; CHRGET
and wedges: PIAs, VIA, IEEE; common mistakes.
1 5 Index to BASIC ROMs and RAM: Memory map of RAM
and ROM, detailing and comparing BASICS 1 , 2, and 4.
16 Mathematical programming; Precision; equations;
statistics; simulation: finance; calculus; machine-code.
17 Prf»grammlng in business and education; Examples,
applications and pitfalls In business and education.
Appendices; 6502 reference charts; Supermon listings; .
ASCII; glossary
Plus many programs, diagrams and charts. Paperback, 504 pages. ISBN 0 942386 04 3. S24.95.
To Order
Programming The PET/CBM
Call
TOLL FREE 800-334-0868
In NC Call 919-275-9809
Or send coupon to
COMPUTE! Boohs, P.O. Box 5406, Greensboro, NC 27403
In England, order trom Level Limned. P.O. Box 438, Hampsiead, London.
NW3 I BH. Price in England is E 1 "1 90, including P S P.
Please send copy Icopies) of Programming The
PET/CBM at S24.95 each, fin the US and Canada, add S3
shipping and handling. Ourside North America add SIO for air
mail delivery. S3 for surface delivery).
All orders must be prepaid in US funds (money order, check,
or Charge)
Q Payment Enclosed
Please charge my QViSA n MasteCard Q^rn, Express
Account No. Expires / :
Name i
Address !
City State Zip !
Councrv !
*,
Atlow 4-6 wteks for delrveiy Foreign surface detrvEiy allow Z-4 montns i
Program 2. supermon64.
asm
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0B80
0B88
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20 D2
20 20
00 20
10 A9 90
FD 00 A2
81 01 DO
ES E4 10
00 20 54
00 A6 26
00 B0 DO
D4 FA 0 0
21 A2 00
20 D2 FF
A9 16 85
20 CA FC
06 ID D0
FF 4C 47
02 F8 00
41 FA 00
20
00
10
00
FD
00
4C
85
00
A9
ID
00
F2
F8
20
20
166 COMPOIt! Jonuarv,19B3
WHAT'S SMALLER
THAN A BUSINESS CARD?
FASTER THAN
CASSETTES?
AND FAR LESS EXPENSIVE
THAN DISKS?
Why the ESF-20/64 Stringy Floppy
from Exatron, of course. Our exciting little
storage alternative gives you near floppy
disk speed and reliability at a budget-
minded price. Our high quality digital
mass storage system is the perfect product
to fill the gap between cassettes and floppy
disks. And that's especially true in the
case of the Commodore VIC- 20® and
Conmiodore 64*"- microcomputers.
The Exatron Stringy Floppy system is
based on a small endless loop tape car-
tridge we call "The Wafer", This wafer
measures only 2 3/4" x 1" x 3/16" ^ or
about the dimensions of a standard busi-
ness card. Wafer was born to
run fast — at
around 7200 baud, or 14 times faster than a
standard cassette and has a memory ca-
pacity of 64K bytes. The ESF-20/64 system
costs less than $200 and wafers are less
than $3.00 each. No wonder computer
people call us the "poor man's disk
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If you'd like to get the world on a
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fill out the coupon below and mail it to
EXATRON, 181 Commercial Street,
Sunnyvale, CA 94086. If you need to place
an order call (408) 737-7111, outside
California (800) 538-8559 and ask for
Chrissy or Natalie.
The ESF-20/64 Stringy
Floppy System from Exatron
for use with the Commodore VIC-20®
and Commodore 64® microcomputer.
exatron
For exciting alternatives
in mass storage.
Name
Address
City/State/Ztp
Mail today for information on Vne ESF-20/64 from
EXATRON, 181 Commercial St., Sunnyvale, CA 94086
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This Publication
is available in
Microform.
University Microfilms
International
Please send additional information
for
Name.
Institution-
Street
City
State
Zip_
300 North Zeeb Road
Dept. P.R.
Ann Arbor, Mi. 48106
166 COMPtmi JanuoiY.WS3
Go to address 1000 hex and begin running
code.
• Hunt memory
.H C000 D000 'READ
Hunt tlirough memory from COOO liex to DODO
hex for the ASCII string read and print the address
where it is found. A maximum of 32 characters
maybe used.
•H C000 D000 20 D2 FF
Hunt memory from COOO hex to DOOO hex for
the sequence of bytes 20 D2 FF and print the ad-
dress. A maximum of 32 bytes may be used.
• Load
.L
Load any program from cassette #1.
.L "RAM TEST"
Load from cassette #1 the program named
RAM TEST.
.L "RAM TEST" ,08
Load from disk (device 8) the program named
RAM TEST. This command leaves BASIC pointers
unchanged.
• Memory display
.M 0000 0080
. 0000 00 01 02 03 04 05 06 07
, 0008 08 09 0A 0B 0C 0D 0E 0F
Display memory from 0000 hex to 0080 hex.
The bytes following the .: can be altered by typing
over them, then typing a return.
• Register display
• R
PC IRQ SR AC XR YR SP
0000 E62E 01 02 03 04 05
Displays the register values saved when
Supermon64 was entered. The values may be
changed with the edit followed by a return.
• Save
.S "PROGRAM NAME", 01, 0800, 0C80
SAVE to cassette #1 memory from 0800 hex
up to but not including 0C80 hex and name it
PROGRAM NAME.
•S "0:PROGRAM NAME" , 08, 1200, 1F50
SAVE to disk drive #0 memory from 1200
hex up to but not including 1F50 hex and name it
PROGRAM NAME.
• Transfer memory
.T 1000 1100 5000
Transfer memory in the range 1000 hex to
1100 hex and start storing it at address 5000 hex.
• Exit to BASIC
Return to BASIC ready mode. The stack value
SAVEd when entered will be restored. Care
should be taken that this value is the same as when
the monitor was entered. A CLR in BASIC will fix
any stack problems.
Program 3. Supermon64 Checksum.
100 REM SUPERM0N64 CHECKSUM PROGRAM
110 DATA 10170,13676,15404,14997,15136,
16221,16696,12816,16228,14554
120 DATA14677, 15039, 14551, 15104,15522,
16414,15914,8958,11945 :S=2048
130 FORB=lTOl9:READX:FORI=STOS+128:N=P
EEK { I ) : Y =Y+N
140 NEXTI;IFY<>XTHENPRIt'JT"ERROR IN
BLOCK #"B:G OTO160
150 PRINT"BLOCK #"B" IS CORRECT"
160 S=I:Y=0:NEXTB:REM CHECK LAST SHORT
BLOCK BY HAND Q
...PET/CBMAdC? SEE SKYLES.
PET owners everywhere sing
Jj Thanks for the MemoriesjJ^
to good old Bob Skyles
. . . they should . . . because Bob Skyles is the only
complete source for memory boards for any PET ever
sold. Old Bob won't forget you.
And the Skyles memory sysiems have ihe IngheM quality conirol of any
computer product ever. Over 100 million bits of Skyles memory boards are
already it) the Tield. Firs) quality sialic and dynamic RAMS, solid soldered on
first qiialiiygiassepoxy. That is why they are guaranteed — inspileofths new
lower prices — for a Full I wo jears.
The boards, inside the PET/CBM, install in minutes without special loolsor
equipment . . .just a screwdriver.
Because of our tiew dynamic memory design, and to celebrate old Bob's JO'k,
birthday, here arc tire smashing new prices:
SK Memory System orig. $250.00 nowS200.00 Save S 50.00
I6K Memory System orig. 5450.00 nox iiOO.OO Save SI 50.00
24K Memory System orig. 5650.00 now $400.00 Save $250.00
. . .For any PETever marie. When ordering, jusi describe your PET by model
number and indicate the amount and type (or brand) of memory currently in
)he unit.
Shipping and Handlinf; lUSA/Canaria) S3.50 (Europe/Asia) S15.00
California residents musi add 6% /6 '/■ % sales ia.x. as required.
Visa/Maslercaril orders: call toUfree (SOO) 227-9998 (except California).
California orders: please call (415) 965-1735.
iih
£
Skyles Electric Works
23IK South Whisman Knad
Muunlain View, Caiirornia 94041
(415) 965-1735
...PET/CBMA^IC? SEE SKYLES.
January,1983 COMPUrei 169
Peripherals
unlimited..
FANTASTIC PRICES!
OUR FAST SERVICE, PRODUCT
SELECTION AND OUR CUSTOMERS'
SATISFACTION MAKE US #1.
NEC PRINTERS
7710SpinwriterR/O
$2295
7720 Spinwriter KSR
$2649
7730 Spinwriter R/0
$2295
7700 Bi-directional Tractor
S250
7700 Ribbons
$5
3510 Spinwriter
SI 689
3515 Spinwriter
SI 699
3530 Spinwriter
$1689
3550 Spinwriter
$2149
3500 Bi-directional Tractor
$225
3500 Ribbons
$14
NEC Thimbles -All Styles
$18
NEC DOT MATRIX
PC-8023 A-C
$474
PC-8023 Ribbons
$14
OKIDATA PRINTERS
Okidata Microline 82A
$459
Okidata Microline 83A
$699
Okidata Microline 84P
$1069
Okidata Microline 84S
$1099
Tractor (Oki 80 & 82 Only)
$60
Okidata Okigraph
$85
Call for prices on r
bbons
NEC MONITORS
NEC JB1 201 GRN Phosphor $149
NEC JC1 201 Color $339
EPSON PRINTERS
MX-80 w/Graphtrax Plus
$469
MX-80FT w/Graphtrax Plus
$529
MX-100 (15" Carriage)
$699
Grappler Plus Interface
$129
MX-80 Ribbons
$12
MX-100 Ribbons
$18
Call for prices on interfaces & cables
IDS PRINTERS
IDS MIcroprtsm
$539
IDS Prism 132
$1449
IDS Prism 132 Color
$1659
IDS Grappler
$129
AMDEK
Amdek 12" 300 GRN Phosphor
$149
Amdek 13" Color 1
$319
Amdek 13" Color II
$739
Amdek 13" Color III
$429
Amdisk No. 3
$749
(3" dual microfloppy storage
for the Apple II and IBM PC)
DIABLO PRINTERS
Diablo 620
$1349
Diablo 620 Bi-Directional Tractor
$175
Diablo 630 RO
$1999
Diablo 630 KSR
$2700
Diablo 630 Bi-Directional Tractor
$275
RS232 Cable
$35
Call for prices on ribbons
FOR SERVICE, QUALITY & DELIVERY,
CALL TOLL FREE
1-800-343-4114
ORDERING INFORMATION
Our order lines are open 9AM to 5:30PM
EST Monday thru Friday. Phone orders are
welcome; Free use of Mastercard and VISA.
Personal checks require 2 weeks clear-
ance. Manufacturer's warranty included on
all equipment. Prices subject to revision.
C.O.D.'s accepted. All U.P.S. shipments are
subject to a shipping charge of 1% of the
total purchase, with a minimum charge of
$5.00.
PERIPHERALS UNLIMITED
(617)655-7400
62 North Main St. Natick, MA 01 760
INSIGHT: Atari
Bill Wilkinson
No gossip to start with this month, histead, let's
start right off into a whole series of interesting
tidbits (and even a few tidbytes).
Which Is It? GTIA Or CTIA?
Several articles have been written on how to tell
whether you have a GTIA or CTIA in your system.
Most of them suggest that you use a GRAPHICS
9 statement and observe the screen (it turns black
with a GTIA, remains blue with a CTIA).
But suppose you want to write a program
that takes advantage of all the capabilities of the
GTIA. What does the poor user with only a CTIA
do? If you are commercially clever, you will have
your program sense which chip is in use and adapt
itself accordingly. This program will enable you
to do just that:
100 GRAPHICS 0:REM ALWAYS USE THIS MODE
110 PRINT "NOW TESTING FOR CTIA VERSUS GTIA"
120 PRINT "=="==—========================"
130 POKE 559,58:POKE 53277, 2:REH ENABLE PLAYERS
140 POKE 542 79, 240: REM USE ROM FOR PLAYER DATA
145 POKE 53248, 80: REM CENTERED PLAYER
150 POKE 53278, 0:REM CLEAR COLLISION REGISTERS
160 POKE 623, 65: REM ENABLE GTIA, IF IT EXISTS
170 POKE 20, 0
180 IF PEEK(20><2 THEN 180
190 POKE 623,1: REM DISABLE GTIA
200 POKE 559,34:POKE 53277, 0:REM TURN OFF
PLAYERS
210 FOR A=S3261 TO 53265:P0KE A,0:NEXT A:REM
(AND PLAYER DATA)
220 IF PEEK(53252) THEN PRINT "SORRY, ONLY A
CTIA":GQTO 240
230 PRINT "AHAl A GTIA."
240 END
First of all, to give credit where it is due, I should
mention that I was inspired to try this by a remark
I read in one of Craig Chamberlain's articles in
theM.y4.C.£. newsletter (Michigan Atari Com-
puter Enthusiasts, in the Detroit area). Portions
of that article were also reprinted recently in
COMPUTE!.
But let's now discuss the program. First, we
must explain why and how it works: there is no
way to inquire of the chip itself which it is. Even
the operating system does not know which is
installed. But .... (There /jarf to be a "but," or there
wouldn't be this article.)
There are a few subtle differences between
how the two chips view players and missiles. In
particular, the GTIA doesn't believe that players
can collide with "printed" characters, so it never
reports such a collision. The CTIA, though, con-
siders a character to be just another kind of
COLORed (and SETCOLORed) display.
The first thing our listing does is insure that
w^e have some mode zero characters on the screen
(lines 100 - 120). Then we enable the player DMA
and the players themselves (line 130). And we tell
the chips that the player data memory is smack in
the middle of the ROMs! (Why? To insure that
lots of data bits will be on, forcing lots of collisions
between the player and the playfield screen
characters.)
With line 145, we place the player somewhere
left of the center of the screen, insuring that it will
collide with our printed message. Then, after
clearing the collision registers (to insure that the
later results will be vaUd), we enable the special
modes of the GTIA (lines 150 and 160).
We wait for at least one full screen scan (lines
170 and 180), to be sure that the collision will
"take" (if it's going to). Then we turn everything
back off again (lines 190 - 210).
Finally, we inspect the collision register for
player zero. If a collision did occur, it must be
because the older CTIA was installed. If no colli-
sion occurred, we presume that we have a GTIA.
All of this is a little complicated, but I sincerely
hope that some of you game developers out there
will start designing some good GTlA-based
games, now that you can have them modify them-
selves for the CTIA owner.
A Few Abbrev'd REMs. Period.
In his article on "The Atari Wedge" (in the
November 1982 COMPUTE!), Charles Brannon
mentions that BASIC treats a line beginning with
a period as a REMark, claiming that it is a lucky
fluke. Well, it really isn't a fluke. It's just one of
those things that got designed into Atari BASIC
and then forgotten about.
The rule for using abbreviations in Atari
BASIC (and BASIC A + , naturally) is fairly simple:
when a statement begins with an abbreviation
(any alphabetic characters followed by a period),
BASIC searches the keyword name table for the
first statement name which matches the abbrevia-
tion, starting at the first character of the abbreviation
and ending at the period.
This means, for example, that "L." will match
"LIST" only because LIST is the first word in the
Januorv.1983 COMPVIK 171
keyword name table that begins with an "L". If
"LET" had been placed before "LIST" in this table,
then "L." would have been interpreted as a LET
statement. Boy, aren't we lucky that LIST comes
before LET!
Luck had nothing to do with it. The order of
those keywords was carefully chosen to provide
the maximum usability of the shortest abbrevia-
tions. (Actually, I now believe that there are a few
variations in the order that might be more useful;
but remember that the order was set by intuition,
not experience, since the language didn't then
actually exist.)
Anyway, Atari had asked for a very short
abbreviation for REMark statements (e.g., "!", as
is used by most Microsoft BASICs). But what could
be shorter than a single period? It's even easier to
use than "!" (no shift key needed). How to pro-
duce that result? Trivial! Place REM as the first
statement name in the keyword table.
So try it sometime. Why type in three charac-
ters ("REM") when one will do? Of course, be-
cause of the tokenizing nature of Atari BASIC,
any abbreviated statement(s) are LISTed in their
full form. So "." will be LISTed as "REM".
And a P.S. for those of you into BASIC inter-
nals: note that this implies that the token value
for REM must be zero, since the token values relate
directly to the order of the names in the keyword
table.
Page 6 Preached Again
I kind of promised myself that 1 would get down
off my soap box this month and quit ranting and
raving. But I couldn't go one whole column with-
out a little preaching, could I?
Staif out of page 6! I can't believe it! It seems
that every other article and/or utility program
and/or device driver that I run across wants to
place itself in page 6 (memory locations $600 to
$6FF, 1536 to 1791 decimal). U won't workl
How can I possibly install a printer driver in
page 6 and then put my player vertical move
routine there and my disk block input and output
and .... Ah, come on, folks. Give us a break.
If you are writing a complete "system" (a
game, or data base program, or whatever), then
you are naturally free to configure memory as
you wish, including doing whatever you want to
page 6. But if you are going to publish a utility in
a magazine or include a device driver with your
printer interface board or do anything that others
might use or modify, please don't make it fixed-
assembled in page 6. Please.
Besides, it is )iot true that BASIC leaves all of
page 6 alone. If you do an INPUT from disk (or
cassette or anything other than the screen), and if
the data you input exceeds 128 bytes, BASIC will
use at least a portion of page 6 as its buffer. (How-
ever, it is probably - not surely, just probably -
safe to use memory from $680 to $6FF.)
A little history: If you examine your Atari
BASIC reference, you will find that there are two
memory usage tables. One claims that all of page
6 is available for the user. The other claims that
only the upper half is available. In general, you
should believe the latter. It is not a design flaw nor
an error that BASIC sometimes uses the bottom
half of page 6. It is necessary and documented.
I think it was someone at Atari (my rumor
sources say Chris Crawford, but this is uncon-
firmed) who began using all of page 6 for assembly
language routines. And, as I stated above, there
is really nothing wrong with doing so within a
"closed" environment (where you write all the
software, both BASIC and assembler), just don't
do it for public consumption.
So what should you do, instead? The best
solution is to write self-relocatable code and load
it wherever there is free memory (e.g., in a BASIC
string). (Showing how to write self-relocatable
code might be an instructive article, in and of itself .
Any takers?)
The second best solution is to perform my
favorite trick: place your code at LOMEM and
move LOMEM up. Even here, though, it is best
to use relocatable code, so you can run under a
variety of operating system configurations and
varying heights of LOMEM (as I documented in
last month's column).
And, last but not least, I have some good,
practical (and a little bit selfish) reasons for avoid-
ing page 6: BASIC AH- uses a good portion of it
($610 through $642, actually). Does that make us
a villain? Perhaps a little, to the article writers.
But we aren't that terrible: I understand that Micro-
soft BASIC uses all of page 6. And who khows
what other languages and operating systems and
peripheral devices and whatever will also use
page 6? Why complicate both your and others'
lives by putting your routines there also?
Some FORTH-Right Comments
I received a very well written and thought-out
letter from Steven Weston, of Del Mar, California,
regarding the benchmarks I reported in my Sep-
tember 1982 column. Mr. Weston shares the pre-
dilections of some others, considering FORTH to
have been slighted in that column (and in the
following one, I presume).
First, I should like to report that he translated
the BASIC benchmark to FORTH and obtained a
time of a Httle under 118 seconds. Which is inter-
esting, since ValFORTH (the version he used)
makes use of the Atari floahng point routines, I
believe. So why should it be slower than Atari
BASIC? If I were guessing (which means I'm about
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to take a flyer), I would presume that the floating
point words for ValFORTH are written in FORTH
words, instead of being written as low-level (as-
sembly language) words. The very operation of
stacking and unstacking the floating point num-
bers must then be relatively slow and painstaking.
If this is indeed true, then my comment is a
positive one: the FORTH user indeed has the
choice of implementing "commands" (words)
either way, with other FORTH words or with
assembly language. This flexibility is poorly sup-
ported by most other languages. (Although many
C compiler implementations come close to having
such accessible assembly code. C/65 funcHons, for
example, need very little overhead in the assembly
language code to "unstack" their parameters.)
Want a faster FORTH instead of a smaller one?
Recede some routines in assembly language.
What Benchmarks Really Test
Before going on to the second point of Mr. Wes-
ton's letter, 1 should like to note that I feel that
perhaps he (and many other readers) missed part
of the point of the benchmarks: I was really trying
to show how useless any one benchmark is, since
it is so easy to dream up benchmarks which show
off the best features of a given language. I would
be hard pressed to construct even a set of ten
benchmarks which would adequately compare
languages.
And even if I thought I succeeded, how much
is the human interface to a language worth? PILOT
is still the easiest language on the Atari to learn
and interface to. By definilion, it therefore out-
benchmarks every other language for beginners.
But would anyone seriously propose using PILOT
for generating prime numbers? I think not. Bench-
marks are usually worth the paper they are printed
on and no more.
So now to Mr. Weston's second point. I quote:
"...the bottom line on languages is to use that
language which is best suited to the task. [With
Atari BASIC] the lack of integer based math is a
serious deficiency which can preclude its use by
professional software authors." He goes on to ask
why I don't provide a "toolbox" of integer math
routines to be interfaced to Atari BASIC "instead
of defending an inadequate situation."
Well. Kudos and jibes all in one it seems.
Anyway, he is absolutely right: pick the language
that fits the job instead of making the job fit the
language. You will remember, I hope, that in a
recent column I mentioned that I collect languages
like some people collect games. I keep hoping to
find one that will be useful to me.
But now let me disagree a little on a couple of
points. And I do so because I have received too
many comments in this same vein. (1) Integer
math is >wt needed by all "professional software
authors." The person writing a financial package
needs integer math about as much as the game
writer needs floating point. If you need integer
math, choose a language which supports it. (2)
BASIC is, unfortunately, a non-extensible lan-
guage. Sure, we could put integer math routines
in memory somewhere and use them from BASIC.
But BASIC would sHlI insist on thinking of its
variables and constants as floating point, and the
conversion time (from floating point to integer to
floating point, ad nauseam) would wipe out all
speed advantages gained. (3) I don't think Atari
BASIC is an "inadequate situation." Sure, I think
there are other solutions. Why else would our
company produce languages such as BASIC A +
and C/65 (and probably more to come)? But "in-
adequate"? I think not, if it is used for and how it
was meant to be used. (If anything is inadequate,
it is the 6502 microprocessor, which does not lend
itself to the implementation of powerful language
compilers.)
But, if you are a beginner, don't let anyone
(including me) pressure you into trying to learn a
new language before you are ready. It is true that
you are not going to write "Super Invading Pack-
ers with Tronic Fighters" with Atari BASIC. But
just look at what you can write! Ten years ago, a
computer fanatic would have sacrificed his left
thumb for what we now take for granted. Seven
short years ago, the "hot" computer game that
everybody was rewriting (to make it fit in their
expanded memory 8K byte gigantic machine) was
Wumpus. Today, I seldom see a published pro-
gram that doesn't make Wumpus look like some-
thing out of the dark ages. Hang in there, folks,
you ain't seen nuthin' yet.
The New BASIC Standard?
Well, 1 finally got time to take a long, hard look at
the new ANSI BASIC specification. Whew! I think
the tower of Babel must have seemed organized
by comparison. Even ADA and PL/1 look like
closely designed languages compared to ANSI
BASIC. I think that the rule in designing it was
"If someone wants it, let's put it in."
You certainly won't see any microcomputer
interpreter implementations of it in the near fu-
ture. 1 estimate it would take over 80K bytes of Z-
80 code to do it (which translates to maybe lOOK
to 120K of 6502 code). It is definitely designed to
be compiled, not interpreted, and then only by
big machines.
The error descriptions alone would take a
few kilobytes (and they are required!). And what
do lines like the following mean?
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I am disappointed. I had hoped that the committee
would distill the best of the various BASICs and
come up with a somewhat enhanced version of
the original ANSI standard BASIC. Instead, they
seem to have distilled out the biggest features of
the biggest BASICs they can find. And who will
use the standard? Not the micros. (At least not in
the near future. I understand that Microsoft's
representative on the committee dropped out.
From frustration? I would have.) Not those who
need to contract with the government. (Soon,
you will have to use ADA if you work with the
defense department and various allied agencies.)
Not the big business computer users. (They can't
afford to go from COBOL, a clumsy but eminently
maintainable language, to a BASIC as kludged up
by the committee, with a lack of the data structures
that made COBOL successful.)
I guess I believed that the only BASIC users
that would be left in a few years would be the
hobbyists and the time-sharing companies. Now,
I think the only ANSI BASIC users will be the
time-sharing companies. Maybe.
As much as I disagree with much of what
Microsoft has done, I would rather have seen
Microsoft BASIC (version 5, on the CP/M
machines) become the standard than the
hodgepodge the ANSI committee has selected.
ANSI, on a scale of 10, 1 give you a 2.
The New Atari Computers
Perhaps by the time you read this, the new Atari
computers will be on display at the Consumer
Electronics Show (early January, in Las Vegas).
Don't expect any real surprises. I expect to hear of
a 64K machine (with no software to take advantage
of the extra 16K). And probably a low-end 16K
machine.
Obviously, Atari needs to get in there and
fight with Commodore, both on price and fea-
tures. Price is easy. Features? Well, if Commodore
follows through as they claim they will, it could
be a tough fight. And I think the 400 replacement
might outstrip the VIC-20. 1 guess I should note
that I am not as much of an Atari loyalist as this
paragraph makes me sound. It's just that I like a
good, competitive race. The consumer is bound
to win.
Oh, yes, one more thing. No more right-hand
cartridge slot in the new machines. And no mem-
ory board slots at all. Ouch? I don't know. I hope
there will be a good way to expand the new
machines, but we will all have to wait to see what
it is.
Basically BASIC
All this talk about benchmarks and ANSI BASIC
has made me regain interest in a project I thought
of doing a while back. So, starting next month,
we will begin writing a BASIC interpreter right
here in this column. And we will write it in BASIC.
Interested? I am. @
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TELECOMMUNICATIONS
Michael Day
Computers
And Communication
Like the brains of animals, computers have evolved
from dedicated, single-mindedness into general-purpose
information processors. This month's column takes us
through a brief survey of the changes in the capabilities
of micro-, mini-, and mainframe computers, concluding
zvith hoio telecommunications are generally used with
each type of computer .
When computers were first introduced, they were
designed and wired to perform a particular job.
When the job was done, either it was performed
again with new information inserted, or thie com-
puter was rebuilt to run a different job. A patch
board reprogrammed the computer by recon-
figuring the way the hardware was put together.
Such reprogramming was necessary because there
was just not enough memory available to hold
both the program and data at the same time. (IK
of memory was a lot back then.)
Batch Processing
Later, as the available memor}' size increased (to
a whole 4K), software programmable machines
were built. This improvement allowed the
machine to be automatically "built" by the same
mechanism that was used to load the data into
the machine. Since most of the time spent on the
computer was in "building" it for the particular
job at hand, this improvement also permitted an
interesting approach to processing, called hatch
processing.
Batch processing involves loading the pro-
gram and data into the machine from a mass stor-
age device (usually a tape drive) and running the
program. The results are then saved (printed, put
back on the tape or on punch cards). The program
and data are then purged from the system, and a
new program/data job is loaded into the machine.
Batch processing helped increase the popularity
of these very expensive machines. But they re-
178 COMPVTl! Jonuaiv,1983
quired intensive use to make them worth the
cost.
Using The Computer's Time
As computer costs increased, even batch pro-
cessing was insufficient to offset the costs of the
computer. Analysis of computer operations
showed that much of the computer's time was
spent waiting for information to be given to it. If
the computer could be subdivided into individu-
ally operating parts (or subproccssors), it would be
possible to request the information from a slow
external device, such as a tape drive, and while
the information was being retrieved, another job
could be loaded into the computer and operated
on. The processor could later return to the original
job and finish it.
Eliminating the computer's inactive or waiting
times greatly contributed to the efficient utilization
of the computer. By sharing the computer's re-
sources, several different jobs could run at the
same time. Careful control of access to the various
parts of the system could actually make the com-
puter work like several different computers at the
same time. Several users could therefore use the
computer without interfering with or being aware
of each other. This brought into being time-share
computers. Since a user seldom uses the system
continuously, someone else could use it when it
would otherwise be idle.
Patterns Of Development
When the minicomputer (bigger than a "micro,"
smaller than a "mainframe") came into being, it
went through the same sequence of development.
It started out as a computer designed to solve a
particular problem and developed into a general
purpose machine. The difference: by the time the
minicomputer was developed, it was cheaper to
design it to be program-controlled rather than to
have fixed control. This was true because many
parts of the machine could be shared by many
parts of the program. Because it was not necessary
to have individual parts available for each action
the computer performed, the computer could
actually "rebuild" itself on the fly.
The result was a shift from the mainframe
concept of computing. Since large mainframe
computers operate best where there are large
chunks of data to be processed, they tend to be
run mostly as batch processing machines where
an entire job, or a large portion of it, is operated
on before moving on to something else. The
minicomputer, however, is more suitable to ap-
plications where the job requirements are varied
and rapidly shifting. They are thus most often
found in time-share applications where the ability
to handle a large number of jobs simultaneously
is more important than the actual processing time.
The minicomputer can't meet the raw crunch
power of the mainframe, but it surpasses the main-
frame in adaptability.
A Rapid Change In Microcomputers
When the microcomputer came along, again the
same development pattern was followed. Like
the mainframes and minicomputers, the micro-
computer was initially developed for single-job
applications. But it moved on to more generalized
applications more rapidly than either of the other
computers. Since the microcomputer was de-
veloped as a result of Large Scale Integration (LSI
chips), the computers could be created at a very
low development cost and an unbelievably low
production cost.
The microcomputer too does not have the
crunch power of the mainframe, nor does it have
the adaptability of the mini. What it does have is
low cost of implementation, which makes it the
first computer ideally suited to fixed job applica-
tions. Some of these applications are found in the
calculator, smart thermostats, microwave oven
controllers, etc.
In between these fixed applications and the
minicomputer are the high level microcomputers
(which are coming to be called personal com-
puters). These computers, though sometimes not
suitable to the rapidly changing job environment
of the mini, do have general processing
capabilities. This makes them ideal for personal
computing since only a single job generally needs
to be run at one time, but the types of jobs that
the computer is required to perform are varied.
Telecommunications Needs
You might be wondering, "That's all ver}' fine, but
what has this got to do with telecommunications?"
Actually, there is a very definite relationship
between the type of computer and its needs in
telecommunications. Large mainframes seldom
need extensive telecommunications. When they
do have such a need, it generally involves special
communication circuits designed specifically for
the computer system, such as airline or hotel re-
servation systems, or banking systems. Minicom-
puters, because they are highly adaptive, tend to
use a wide variety of communications capabilities.
Examples are the many time-share systems and
service bureaus.
Microcomputers, as opposed to personal com-
puters, generally don't have a need for telecom-
munications. When they do, the telecommunica-
tions tend to be specific to the device or applica-
tion. In fact, in some applications, the microcom-
puter is the communications device, as it is with
some of the high-powered modems available.
Finally, with the personal computer, com-
munications vary depending on the use to which
the computer is put. Generally, the application
consists of machine to machine communications
between users or connection to a large data base
service like Micronet or The Source.
These are only generalizations, of course,
and it is quite easv to find exceptions to the rule.
You can find microcomputers handling multiple
communications devices, and fully dedicated
minicomputers that have no outside communica-
tions at all. As a general rule, however, these basic
patterns prevail. ©
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Jarvijaiv.1983 COMPU1B 179
MACHINE LANGUAGE
Jim Butterfleld, Associate Editor
Speed Demon
Machine language programs are fast. So fast, in
fact, tiiat for many applications we can consider
them to be instantaneous. That's good, of course,
but sometimes we have to take steps to restrain
the program's speed.
The first moon lander program that I wrote
was carefully coded, and the calculations were
carefully checked to see that they were correct. 1
was rather taken aback to discover that the instant
I pressed GO I found myself crashed on the lunar
surface. All the calculations had taken place cor-
rectly, but everything worked too fast.
Waiting For The World
In most cases, your machine language program is
controlled by the speed of external events. If
you're waiting for a user to type a line at the
keyboard, chances are that machine language is
running at about a ten thousandth of its potential
speed. It can do nothing until the next key is
pressed; and chances are that it will do little until
a line has been completed by pressing the RE-
TURN (or ENTER) key.
Even when we're not waiting for the operator,
we are usually waiting for some external process.
Using the printer? Your program will spend most
of its time waiting for the printer to be ready for
the next character. Disk? Same thing. Communi-
cations lines fall into the same category, but there's
a difference: even though the transfer rate of
characters to and from the communications inter-
face is relatively slow, there will often be a need
to check it very frequently.
The result is that your program speed is usu-
ally determined by the speed of external events.
In this case, the "instantaneous" assumption is
quite legitimate.
Let's take another example: you're printing
180 COMPUia JanuQlv,W83
material on the screen. Now you can deliver char-
acters at blinding speed; but there's a limit to how
fast a user can read. Better slow it down, or your
program will be useless.
Compute Bound
Programs that spend most of their time waiting
for external events are called 1/0-bound. Sounds
like a good name for a sailing ship, but it really
means that if you could get a faster printer, disk,
or whatever, your program would run signifi-
cantly faster. Your speed is bound to the speed of
these devices.
There are other programs that do a great deal
of computation: they tend to be compute-bound.
No, that doesn't mean that you plan to submit
them to your favorite magazine; it means that if
you could calculate faster, you'd get more work
done. Compute-bound programs are often
mathematical in nature: to calculate the millionth
prime number you won't care much about your
printer speed; you want the computation to be
fast. Sorting programs are often compute-bound:
there's a lot of calculation needed there.
It's often wise to think about your program
in terms of its potential: will it be I/O-bound or
compute-bound? It will give you an idea of where
you might place extra effort in order to speed
things up.
Slowing Down
There are many cases where we deliberately wish
to slow down the speed of a machine language
program. Animation is a prime example: you don't
want your space ships, bombs, or cats to always
travel at supersonic speed. Indeed, if you used
maximum speed you'd never see them.
There are technical reasons to want to slow
COMPUTEI Back Issues
Here are some of the applications, rucorials,
and games from available back issues of
COMPinCL Each issue contains much,
much more than there's space here to list,
but here are some highlights:
February 1981: Simulating PRINTUSING,
Using the Atari as a Terminal for Telecom-
munications, Attach a Printer to the Atari,
Double Density Graphing on CIP, Commo-
dore Disk Systems, PET Crash Prevention,
A 25 St Apple II Clock.
May 1981: Named GOSUB/GOTO in
Applesoft, Generating Lower Case Text on
Apple II, Copy Atari Screens to the Printer,
Disk Directory Printer for Atari, Realtime
Clock on Atari, PET BASIC Delete Utility,
PET Calculated Bar Graphs, Running 40
Column Programs on a CBM 8032.
June 1981: Computer Using Educators
(CUE) on Software Pricing, Apple II Hires
Character Generator, Ever- expanding
Apple Power, Color Burst for Atari, Mixing
Atari Graphics Modes 0 and 8, Relocating
PET BASIC Programs, An Assembler In
BASIC for PET, QuadraPET: Multitasking?
July 1981 : Home Heating and Cooling,
Animating Integer BASIC Lores Graphics,
The Apple Hires Shape Writer, Adding a
Voice Track to Atari Programs, Machine
Language Atari Joystick Driver, Four Screen
Utilities for the PET, Saving Machine
Language Programs on PET Tape Headers,
Commodore ROM Systems, The Voracious
Butterfly on OSI.
August 1981 : Minimize Code and Maximize
Speed, Apple Disk Motor Control, A
Cassette Tape Monitor for the Apple, Easy
Reading of the Atari Joystick, Blockade
Game for the Atari, Atati Sound Utilit>',
The CBM "Fat 40." Keyword for PET, CBM/
PET Loading, Chaining, and Overlaying.
October 1981: Automatic DATA State-
ments for CBM and Atari. VIC News,
Undeletable Lines on Apple, PET, VIC,
Budgeting on the Apple, Switching Cleanly
from Text to Graphics on Apple, Atari
Cassette Boot-tapes, Atari Variable Name
Utility, Atari Program Library, Train your
PET to Run VIC Programs, Interface a BSR
Remote Control System to PET, A General
Purpose BCD to Binary Routine, Converting
to Fat-40 PET.
December 1981: Saving Fuel $$ (Multiple
Computers: versions for Apple, PET, and
Atari), Unscramble Game (multiple
computers). Maze Generator (multiple
computers). Animating Applesoft Graphics,
A Simple Printer Interface for the Apple 11,
A Simple Atari Wordprocessor, Adding
High Speed Vertical Positioning to Atari P/
M Graphics, OS! Supercursor, A Look At
SuperPET, Supermon for PET/CBM, PET
Mine Maze Game.
January 1982: Invest (multiple computers),
Developing a Business Algorithm (multiple
computers), Apple Addresses, Lowercase
with Unmodified Apple, Cryptogram Game
for Atari, Superfont: Design Special
Character Sets on Atari, PET Repairs for
the Amateur, Micromon for PET, Self-
modifying Programs in PET BASIC, Tiny-
mon: a VIC Monitor, Vic Color Tips, ViC
Memory Map, ZAP: A VIC Game.
February 1982: Insurance Inventory
(multiple computers). Musical Transposition
(multiple computers), Multitasking
Emulator (multiple computers). Disassemble
Apple Programs from BASIC, Plotting
Polar Graphs on Apple, Atari P/M Graphics
Made Easy, Atari PILOT, Put A Rainbow
in your Atari, Marquee for PET, PET Disk
Disassembler, VIC Paddles and Keyboard,
VIC Timekeeping.
March 1982: Word Hunr Game (multiple
computers), Infinite Precision Multiply
(multiple computers). Atari Concenttation
Game, VIC StarfightGame, CBM BASIC
4.0 To Upgrade Conversion Kit, Apple
Addresses, VIC Maps, EPROM Reliability,
Atari Ghost Programming, Atari Machine
Language Sort, Random Music Composition
on PET, Comment Your Apple II Catalog.
April 1982: Track Down Those Memory
Bugs (multiple computers), Shooting Stars
Game (multiple computers), Intelligent
Input Subroutines (multiple computers),
Ultracube for Atari, Customizing Apple s
Copy Program, Using PET/CBM In The
High SchiK>l Physics Lab, Grading Exams
on a Microcomputer (multiple computers),
.Atari Mailing List, Renumber VIC Programs
The Easy Way, Browsing the VIC Chip,
Disk Checkout for PET/CBM.
May 1982: VIC Meteor Maze Game, Atari
L')isk Drive Speed Check, Modifying Apple's
Floating Point BASIC. Fast Sort For PET/
CBM, Extra Atari Colors Through Artifact-
ing, Life Insurance Estimator (multiple
computers), PET Screen Input, Getting The
Most Out Of VIC's 5000 Bytes.
June 1982: Outpost Game (multiple com-
puters), Apple Pascal Lister, Income Property
(multiple computers), VIC Intelligent Video-
disc System, Atari Disk Operating Systems,
PET/ Apple Search, A Self-modifying Atari
P/M Utility, Use Atari Joysticks with VIC,
VIC/PET Prograrri Transfers.
July 1982: Gold Miner Game (Atari and
VIC), IRA Planner (multiple computers),
Atari Video Graphics, Apple DOS Changer,
Super QuadraPET, VICOver\'iew, Maze
Race (multiple computers), Direct Access
File Editor (PET and Atari), VIC Super
Expander Memory' Map, Using The 6560
Video Interface Chip, PET Compactor,
Headless FORTH MetacompiLuion, Test
RAM Nondestructively (multiple computers).
August 1982: The New Wave Of Personal
Computers, Household Budget Manager
(multiple computers). Word Games (multiple
computers), Color Computer Home Energy
Monitor. Intelligent Apple Filing Cabinet,
Guess That Animal (multiple computers),
PET/CBM Inner BASIC, VIC Communica-
tions. Keyprint Compendium, Animation
With Atari, VIC Curiosities, Atari Substring
Search, PET and VIC Electric Eraser.
September 1982: Apple and Atari and the
Sounds of TRON, Commodore Automatic
Disk Boot, VIC Joysticks, Three Atari GTIA
Articles, Color Computer Graphics, The
Apple Pilot Language, Sprites and Sound on
the Commodore 64, Peripheral Vision Exer-
ciser (multiple computers). Banish INPUT
Statements (multiple computers), Charades
(multiple computers). PET Pointer Sort,
VIC Pause, Mapping Machine Language,
Editing Atari BASIC With the Assembler
Cartridge, Process Any Apple Disk File.
Home and Educational COMPUTING!
(Fall 1981 and Summer 1981 - count as one
hack issue): Exploring The Rainbow
Machine, VIC As Super Calculator, Custom
Characters, Alternate Screens, Automatic
Line Numbers, Using The Joystick (Spacewar
Game), Fast Tape Locater, Window, VIC
Memor>' Map.
Back issues are S3 each or six for S 1 ">.
Price includes Creight in tlic L'S. Oiiisidc
ihc IS arid SI per iiiajfaKine ordered lor
siirlacc postage. S4 per niajrazinc for air
mail jmsLage. All back issues subject to
availability.
In the Continental US call
TOLL FREE 800-334-0868
(In NC Call 9 19-275-9809)
Or write to COMPUTE! Back Issues, P.O.
Box 5406, Greensboro, NC 27403 USA.
Prepayment required in US funds.
MasterCard, Visa and American Express
accepted. North Carolina Residents add 4%
sales tax.
down certain activities. Some types of interfaces
want you to hold a voltage at a certain level for a
minimum amount of time before you take it away
again. You may need to "stall" for a few instruc-
tions (or a few dozen) to make sure that you're
doing the job right.
The Stall Loop
The simplest way to slow things down is to kill
time in a stall loop. If you're not doing anything
else anyway, this is quite sensible and easy to do.
We might code:
LOOP
LDX #$00
DEX
BNE LOOP
At a typical clock rate of 1 Mhz (a million
cycles per second) the above routine will waste a
little over a millisecond of time. You could make
the time shorter by changing the LDX value at the
start. For longer delays, you use a loop within a
loop:
LDY #$00
LDX #$00
LOOP DEX
BNE LOOP
DEY
BNE LOOP
This will waste almost a third of a second as written
above; change the LDY to reduce the delay.
The Timer
If the time is moderately long and you have other
things to do, you may set the desired time into a
timer and check it occasionally to see how the
time has been going. Timers are part of the inter-
face chips - the 6522 VIA has two of them, for
example. They work a little like kitchen timers:
you put the desired time in and it runs downward
toward zero, showing you the time remaining.
Time runs very quickly in these, however: the
maximum time is often something like a fifteenth
of a second. Don't try to time a boiled egg unless
you either call the timer many times or you like it
really soft-boiled.
When you have more than one event to time,
it's nevertheless often best to stay with just one
timer. Juggling various timers can be more work
than just setting the next expected event into a
single one. When you have numerous different
things going on, you can often still work by a
single timer, as we'll explain.
Countdowns
It's often convenient to have a single timer, and
clock all events on a "countdown" basis. The timer
can run at fixed inter\'als - on the PET, you can
often use the interrupt timing of 1/60 second to
clock many events.
182 COMPUni Jonuorv-l^M
The trick is this: whenever your timer signals,
count one for each event you have going. You can
count up or down; but when you have counted a
fixed value, it's time to handle that particular
process.
An example: you have a game involving
tanks, planes, bombs and bullets (the usual de-
structive thing). On a sixtieth-of-a-second timer,
you might move a tank every 20 time units; a
plane, every 10 time units; a bomb, every eight;
and a bullet every five. You don't need a dozen
different timers: every time the bullet counter
reaches five, you move it to the next spot of the
screen and see what you've shot down.
Machine language is fast, and often seems
instantaneous. It's often so much faster than other
processes in the computer that we don't need to
worry about speed calculahons at all.
Sometimes machine language is too fast.
When that happens, there are ways of slowing it
down.
It's hard to believe that you can be so speed
rich that you have to rein back your program, but
it can happen. @
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PROGRAMMING THE Tl
C. Pegeno
Wc are happy to loelcome C. Regena and her iiezv,
monthly T1-99/4A column to the pages 0/ COMPUTE!.
She has extensive experience in personal and educational
computing and has written numerous articles on TI
computers. To start things off, here is an overview
of hardware, software, and miscellaneous resources
for the TL
Welcome to the world of the TI-99/4A computer!
(This column is also addressed to TI-99/4 owners
and users, but since the "A" is the newer and
more plentiful model, I'll refer to both computers
when I write "TI-99/4A.") For home, personal,
and educational applications, the TI-99/4A com-
puter is a very powerful machine. In this column
I'd like to illustrate some of the features unique
to this microcomputer.
Extraordinary Graphics And Sound
Graphics. You may easily define your own high-
resolution (detailed) graphics characters. There
are 16 colors, and you may use all 16 on the screen
at the same time in high-resolution graphics (unlike
other computers). You may also use text any-
where on the screen at the same time you use
high resolution graphics. Most other microcom-
puters are limited when combining text with
graphics.
Music. You may play up to three notes and
one noise for a specified time using one statement.
The music is specified by a number which repre-
sents a frequency of 110 Hz to 44733 Hz, tones
from low A on the bass clef up to out of human
hearing range. The tone may be between regular
musical notes. An example which plays a three-
note, C-major chord for three seconds is:
CALLSOUND(3000,262,6,330,4,440,2)
The first number is the duration in milliseconds,
in this case 3000. The next numbers are frequency
and loudness for each note. You may also add a
"frequency" of -1 through -8 and a loudness for
the noise generator. You may combine tones
and noises for all kinds of sounds - everything
from classical music to sound effects from outer
space.
Combining music atid graphics. "Computer
choreography" is possible because other state-
ments (including graphics) may be executed
while music is played. You may illustrate a song,
for example. Or if you have a game program,
you may make calculations while you are making
a noise. The computer will play music and ex-
ecute statements until the duration runs out or
until the program comes to another CALL
SOUND statement with a positive duration. A
negative number for the duration will start that
CALL SOUND statement even if the first dura-
tion has not finished. Try using a FOR/NEXT loop
to vary any of the parameters for special effects.
Here is a sample using just one tone:
100 FOR N=500 TO 880 STEP 20
110 CALL S0UND(-99,N,2)
120 NEXT N
130 FOR N=880 TO 500 STEP -20
140 CALL SOUND{-99,N,2)
150 NEXT N
160 GOTO 100
Noises. Using negative durations and combi-
nations of music and noise numbers for fre-
quency, you can make all sorts of synthesized
noises. Quite often with noises you will want to
use a FOR/NEXT loop and vary the loudness
parameter.
Built-in BASIC. The programming language
of TI BASIC is built into the main console -
nothing extra to buy. The TI BASIC language is
an excellent language for learning how to pro-
gram, yet it is powerful enough for an experi-
enced mathematician because of the built-in
functions.
String manipulations. String (non-number)
manipulations are also very powerful. Here is a
sample program to print a phrase A$ on the
screen starting at row R and column C:
100FORI = 1TOLEN(A$)
110 CALL HCHAR(R,C-(-l-l,ASC(SEG$(A$,I,l)))
120 NEXT I
The loop will go from 1 to the LENgth of the
phrase A$. String variable names must always
end with a dollar sign. SEG$ takes a SEGment of
the phrase. In this case we are starting at the left
side and taking one letter at a time. ASC gets the
ASCII character code value of the character in
JariuQtv.19B3 COMPUHI 183
the phrase. CALL HCHAR uses a graphic
method to place the character on the screen at a
certain row and column.
No Variable Name Worries
Variable naming. In your own programming on
the T1-99/4A you may use meaningful variable
names, although in many microcomputers the
BASIC language recognizes only two letters - or a
letter and a number - for a variable name. For
example, if you have a program with the variable
name BLUE and another variable name BLACK,
other computers may recognize only one variable,
BL, but the TI-99/4A knows you are using two
variables. You also do not have to worry about
embedded reserved words in variable names.
Documentation. Two excellent manuals are
included with the computer. One teaches you
programming in TI BASIC. The manual is very
easy to understand, and a person with no previous
computer experience can learn to program with
this book. Also included is the User's Reference
Manual, which may cost over $15 for other com-
puters. The reference manual, which is in loose-
leaf form, includes all the commands along with
explanations and sample programs.
Plug-in modules. The easiest way to use the
TI-99/4A is to insert a command module which
contains a program. Modules are available for a
variety of applications. The variation in price is
largely dependent on the amount of memory built
into the module. The modules actually add mem-
ory to the computer while they are being used.
Speech. Even though this feature is not built
in, I am going to include speech in this list of
unique features of the TI-99/4A because it is very
easy to use and because, if you purchase six com-
mand modules before January 31, you can get the
TI Speech Synthesizer free. The speech synthe-
sizer is a small box that attaches to the side of
your console. Command modules are available
for you to program your own speech.
16-bit microprocessor. The TI-99/4A uses a 9900,
16-bit microprocessor, which offers more com-
puting power and greater expansion and config-
uration flexibility than an eight-bit micropro-
cessor. You can get higher numeric precision and
simplified memory addressing.
Programmer's aids. Programmers will enjoy
the easy line editing features. Various function
keys allow you to insert or delete characters or to
erase or clear a line. There is also a TRACE com-
mand to help in debugging.
Another feature programmers like is the built-
in automatic numbering. Just type in NUM, press
ENTER, and you can start programming. The line
numbers start with 100 and automatically incre-
ment by 10. You may specify any starting number
Jonocuv.1983
and increment. NUM 5,2 will start with line 5
then increment by 2.
After you have programmed and added or
deleted statements here and there, you'll enjoy
the automatic resequencing command, RES,
which will automatically renumber your state-
ments, including all statement numbers refer-
enced by other statements.
There is a lot built into the TI-99/4A, and I
have only touched on some features this month.
Future columns will go into more detail, and I
hope to be able to answer your questions and
present programs and ideas to help you really
enjoy your computer.
Since many readers may be newTI-99/4A
owners and users, let's also describe some peripher-
als - hardware you can add on to your basic con-
sole. You may have noticed that buying a com-
puter is much like buying a house - you can buy
the basic house (computer), but then you need to
add furniture (programs or software) to make it
livable (usable), and soon you want to make major
improvements (add peripherals).
Using Tiie Cassette Recorder
Cassette. Probably one of the first items you'll need
is a cassette cable to connect a cassette recorder to
the computer to save your own programs or to
use cassette programs available on a variety of
subjects and applications. Nearly any cassette
recorder is acceptable; however, the T1-99/4A is
more critical on how you set the volume control
than is the TI-99/4. In general, a battery-operated
recorder does not work well enough for accurate
data retrieval. Also, your recorder should have a
tone control and a volume control. 1 have had the
greatest success using the Panasonic RQ2309A
cassette recorder.
Page 1-9 in the User's Reference Guide tells how
to connect the cassette cable, and the pages fol-
lowing describe how to save and load data from
modules. Page 11-42 shows an example of how to
load a program that you have saved or purchased.
Some other hints for using the cassette recorder
are:
Turn the tone control to the highest setting.
Start with the volume about mid-range.
Follow the instructions after you type in
OLDCSl.
If you get the message NO DATA FOUND,
increase the volume.
If you get the message ERROR IN DATA,
decrease the volume.
Sometimes a fraction of a change in volume
can make all the difference in your success in
reading a program. Once in a while, if I alternate
between the two error messages at a volume set-
ting near 2 or 3, I turn the volume to about 8 or 9
and the program will load.
The smallest jack of the cassette cable goes
into the remote switch of the cassette recorder so
the computer can turn the recorder on and off
automatically. If the recorder does not turn on
and off properly, simply remove the remote jack
from the plug. You can operate the cassette recor-
der manually to save and load programs. For pro-
grams using the cassette recorder for data entry,
you will need the remote capability. An adapter is
available for the remote switch.
Disk drives. You can save and retrieve data or
programs on a diskette much more quickly than
by using a cassette system. The TI-99/4A uses
5y4-inch, single-sided, soft-sectored diskettes. To
connect a disk drive, you also need a disk control-
ler. One disk controller can handle up to three
disk drives. Many business applications require
two disk drives.
Memory Expansion. The TI Memory Expansion
is for 32K RAM, and you need a module that will
access it. You cannot use it with console BASIC.
Extended BASIC does not require the memory
expansion but can use it. Pascal, TI Logo, and
Editor/Assembler require the memory expansion.
Peripheral Box. The "old" method had each
peripheral in a separate "box" connected to the
computer or the previous peripheral; each had its
own power cord. The "new" system is the
peripheral box, which has its own power supply
and slots for cards for the RS-232 interface, mem-
ory expansion, disk controller, P-code, one disk
drive, and possible future cards.
Monitor. Although the TI-99/4A may be con-
nected to your regular television set, Texas In-
struments has a very attractive, ten-inch, color
monitor. The monitor gives a very clear, sharp
picture and may be connected to other microcom-
puters as well as the TI-99/4A.
Making The Computer Speak
speech. The TI Speech Synthesizer allows you to
hear the computer speak to you. You will need a
command module with built-in speech to hear
the computer speak.
To program your own speech or to use any
cassette or disk programs that use speech, you
will need a module. Speech Editor and Extended
BASIC have speech capabilities with a given list
of words. Terminal Emulator II allows unlimited
speech; the accompanying documentation gives
you ideas for programming speech using this
module. You may vary the pitch and slope and
inflections. You may use allophones to create
words, or you may have the computer speak
words which you spell phonetically.
Telecommunications And Languages
Terminal. The Terminal Emulator II command
module (or Terminal Emulator I, which does not
have speech) allows you to use your TI-99/4A to
act as a terminal either to another computer or to
a large telecommunications service. You will also
need the TI RS-232 Interface and a telephone
modem.
The SOURCE is an on-line information service
from Source Telecomputing Corporation. TEX-
NET is a special edition of The SOURCE especially
for the Texas Instruments home computer.
Printer. You may use a number of different
brands of printers with your microcomputer. To
connect your TI-99/4A to a printer, you'll need
the TI RS-232 Interface and a cable to go from the
interface to the printer (the cable is usually sold
with the printer).
RS-232. The RS-232 Interface has two ports
so you may be connected to a modem and a printer
at the same time. An instruction book comes with
the RS-232 so you'll know how to operate the
computer under different conditions.
Extended BASIC. TI Extended BASIC (XBASIC)
is a programming language contained on a mod-
ule. A manual (over 200 pages) and a program-
mer's reference card come with the module. No
other peripherals are necessary to use XBASIC. If
a program has been written in XBASIC, the
XBASIC module must be inserted for the program
to run. Some of the advantages of XBASIC are
multi-statement lines, complex IF-THEN-ELSE
logic, subrouhne and MERGE capabilities, DIS-
PLAY AT and PRINT USING, program security
(SAVE protection), speech (with speech synthe-
sizer), and moving sprites with greater graphics
capabilities.
Logo. TI Logo is a fascinating programming
language designed especially for young children.
TI Logo is contained in a module, and the 32K
memory expansion is required. Logo I can print
using the TI thermal printer only. Logo II has
music and also RS-232 capability so you can print
listings on a regular printer.
Editor! Assembler. For machine language pro-
grammers, it requires the memory expansion,
disk controller, and one disk drive.
USCD PASCAL. This language requires the
memory expansion, P-code peripheral card, disk
controller, and at least one disk drive.
Software
Software. I've mentioned software (programs)
last, although it's probably the first extra purchase
you will make for your computer. Software is
what you need to use your computer. Software is
available on command modules, cassettes, and
diskettes, and in a variety of subjects. Scott, Fores-
JonuorY,1983 COMPUTH 185
man educational courseware is available for grade
levels kindergarten through eighth grade, Texas
Instruments has several educational modules,
and other educational and publishing companies
are also developing modules for all grade levels.
In addition, there are modules for all types of
home use (budget, finances, decision making,
record keeping) and, of course, games from chess
to soccer, from Hunt the Wumpiis to TJ Invaders.
Cassette and diskette programs are available
for many applications, including programs for
two-year-olds learning colors to sophisticated
business programs. When you purchase, a soft-
ware's documentation should tell you what
hardware is required. For example, much of the
business software requires a printer and two disk
drives (and thus the peripheral box, RS-232 Inter-
face, and disk controller) plus perhaps the Ex-
tended BASIC module and/or the 32K memory
expansion.
Current literature. Texas Instruments sends an
informative newsletter to all owners (be sure to
send in your registration card). Many user groups
have formed which have their own newsletters
and catalogs. Other magazines are available that
support the TI-99/4A. Now COMPUTE! will offer
you a monthly column dedicated to the T1-99/4A,
and other articles and programs to help you enjoy
your TI-99/4A home computer to the fullest. ©
Copy VIC
Disk Files
Roger L. Smith, Mesa. AZ
The "Copy 2031 Files" program by G. H. Watson
(COMPUTE!, August 1982) was greatly ap-
preciated. It was suggested that the program
might run on the VIC-20 if appropriate changes
were made. The following program makes those
changes.
The program will work with either VlC-1540
or the new VIC-1541 disk drives. However, your
VIC must have a 3K memory expansion plugged
in since the program uses memory beginning at
the expansion start-of-BASIC address ($0400) to
handle the file transfer.
As noted in the original article, the program
will handle BASIC program files. To copy se-
quential files (data files, ASM/TED files), replace
the appended P with an S by using POKE 7672,83.
Program files use POKE 7672,80. If you want to
186 COMPUni January. W83
transfer more than one file, you will have to type
SYS 7354 each time.
500
6 00
634
640
646
652
658
664
670
6 76
682
688
694
700
706
712
718
724
730
736
742
748
754
760
766
772
778
784
790
796
802
808
814
820
826
832
838
844
850
856
862
868
874
880
886
892
898
9 04
910
916
922
928
934
940
946
952
FOR
:POK
ES
SYS7
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
ADRES=7354T07674:READ DATTA
E ACRES, DATTA:NEXT ADR
^bb ,it)y ,«,liJ,lBb,.
2,133,185,32,192,21
32,141,29,162,2,32
199,242,169,4,133,:
169,3,133,0,160,0
32,14,242,145,0,161
144,208,7,200,208,;
230,1,208,240,132,!
165,1,133,6,169,2
32,195,255,32,204,:
160,29,169,191,32,;
203,32,228,255,240,
164,183,136,169,87,
187,32,192,255,32,:
29,162,2,32,9,243
1
6
244
5
255
30
,251
,145
141
133,0
32,122,242,165,1,1
6,208,4,196,5,240
14,200,208,238,230
208,234,160,29,169,
32,30,203,169,2,32
195,255,169,1,32,1'
255,32,204,255,76,:
,1
,228
.2,204,255,173,240
:01, 48, 208, 206, 173
^9,201,48,208,199,
204,255,96,13,70,7
76,69,78,65,77,69
63,32,0,13,83,87
73,84,67,72,32,68
73,83,75,69,84,84
69,83,44,13,84,72
69,78,32,72,73,84
32,82,69,84,85,82
78,46,13,0,13,68
73,83,75,32,69,82
82,79,82,32,0,0
33, i:, 0,0, 82, 44
80,44,246,230,1,76
95
116
42
29
29
,29
,241
32
3
EXTRAPOLATIONS
Keith Falkner
Tap Applesoft's Heartbeat
You ca)i use machiue language routines to enable
Applesoft to read and rapidly process incoming data.
Imagine that your Apple is connected to some
gizmo which feeds the Apple some data rapidly.
The device could be, for example, a modem or
some newfangled digital geiger counter monitor-
ing an atomic reactor. In an example below, we
will simulate this device with the game paddle
buttons, or, if you have no paddles, with a mere
piece of wire. The essential idea is that the attached
device offers data to the Apple sporadically, and
the data will be lost if it is not noticed and pro-
cessed within a few milliseconds.
If you try to support this device with a pro-
gram written in Applesoft BASIC, you will likely
miss some of the data offered by the device, be-
cause Applesoft is rather slow. Assuming that
such a problem does arise and must be solved,
here's how.
Machine Language Patch
IntoCHRGET
Here is an intriguing exercise: type in and run the
listing in Program 1 . If you type it correctly, it will
say "OK"; make sure you fix it if it says "OOPS."
This program installs, but does not run, three
tiny machine language routines. Now type CALL
909 and then run the program again. Inexplicably,
it will make an irritating buzz for the 0.37 seconds
it takes to run. Indeed, you can load and run al-
most any Applesoft program and listen to it run.
You may notice that difficult computations
and lengthy array references are accompanied by
buzzes, whereas fast-running code such as FOR/
NEXT loops that do little more than count will
produce brief musical tones. I do not suggest that
this is a useful effect, but I hope it sparks your
interest, for what is coming is a bit dull and difficult
but results in a very powerful technique which
you can harness to produce utterly amazing results
at zero cost.
By the way, you can deactivate the noise-
making routine and restore your Apple to normal
by typing CALL 896. The DOS command FP is
even more powerful; issue that if your Apple
seems confused.
A Look Into CHRGET
Here is how the noise is caused. The Applesoft
interpreter uses a tiny routine to fetch each byte
of your program in turn as the program runs. The
(valid) BASIC statement IF BAD THEN STOP is
stored as six bytes, specifically the token for IF,
the letters B, A, and D, and the tokens for THEN
and STOP. The character-getting routine, which
is known by the name CHRGET, will be invoked
a total of seven times to execute all of this state-
ment (the token for THEN is fetched twice, once
to detect the end of the variable name BAD, and
once to be executed).
Program 1 and the routine installed at location
909 introduce a detour into CHRGET so that the
Apple's speaker is tweaked each time a character
of the program is fetched. This of course makes
the noise and accounts for the various buzzes and
squeaks made by slow- and fast-running code. To
see the actual machine language routine, enter
the monitor via CALL -151 and enter 380L (number
380 followed by letter L) to see the routines at 896
($0380), 909 ($038D), and 922 ($039A).
The CHRGET routine starts in location 177
(SOOBl), and can be listed by BIL (letter B, digit 1,
letter L). You can verify if you wish that CALL
909 installs a JMP instruction at location 186
($00BA), and CALL 896 restores the CMP and
BCS instructions which belong there. You can
return from the monitor to Applesoft by typing
CTRL-C and pressing RETURN.
Now let's put this technique to use. If you
have game paddles, identify PDL (1) and skip the
rest of this paragraph. To simulate the button on
PDL(l), you will need a piece of slender wire at
least two feet long. Solid wire works better than
multi-strand. Strip about one-eighth inch from
each end. You shuld now turfi off ihe Apple and
open the cover carefully. Locate the GAME I/O
connector at coordinates J8 on the motherboard,
Januorv.WBS COMPUR' 187
and stick an end of the wire into hole number
three, which is third from the front on the right
side.
Do be careful with this, because disaster
awaits you if you pick the wrong hole, or are care-
less with the other end of the wire. Now close the
cover of the Apple, letting the free end of the wire
hang down away from the computer. Reach under
the front edge of the keyboard and you will find
the heads of some bolts. You will be touching the
free end of that wire to one of these to simulate a
press of the button. If you choose, you can loosen
one of these, attach another piece of wire, tighten
the bolt, and attach the two loose ends of wire to
any type of switch, but this is not essential. When
these preparations are complete, turn the Apple
on again.
Catching Every Count
Now type in Program 2 and run it. Please note
the lengthy loop in lines 130-140. This takes over
half a minute to run and obviously contains none
of the PEEK statements necessary to test for a
press of button number one. Those tests are done
by the machine language routine patched into
CHRGET, at locations 922 through 965. When the
program is running, press the button (or touch
the wire to the bolt) as fast as you can count, and
you will find that the Apple catches every single
one. Actually, when you try to touch the wire to
the bolt once, you almost certainly cause it to
bounce and touch the bolt more than once, so the
count will be higher than you expect, and never
lower.
In this example the switch was tested by a
few instructions in machine language. This pow-
erful technique is possible only in machine lan-
guage. Perhaps it is possible to devise a routine
that would permit a few lines of BASIC to be in-
voked by the routine which interrupts CHRGET,
but what would be the point? Our objective here
is to support a rapid-fire device, and any attempt
to do this in BASIC will, it is assumed, lead to
missed data. At least that is where this article
started.
Using Ttie Keyboard Buffer
A totally practical application of intercepting
CHRGET is a keyboard buffer, except for one
troublesome detail. From time to time, in any
program which handles strings, Applesoft must
pause to accomplish "garbage collection" - in
other words, to make available again some mem-
ory which has been used for storage of strings
which were later discarded. This process usually
takes from one to thirty seconds, but in an artificial
and extreme case it could take over an hour!
During "garbage collect," Applesoft is totally
out of touch with all external events, so the
188 COMTOIH jQrtua(v.19B3
keyboard buffering routine has no way to service
the keyboard. Nonetheless, the routine is of
genuine help when a speedy typist is using a slow
data entry program. In fact, even a moderately
slow hunt-and-peck typist like me can occasionally
leave Applesoft behind. With the buffer running,
I never lose a key.
There are two other limitations. During pro-
cessing of the LIST command, Applesoft is not
using CHRGET, so the buffering routine has no
chance at the keyboard. Also, when DOS is active,
all BASIC functions are inactive, so again the
keyboard cannot be serviced.
Program 3 shows the complete keyboard
buffer program. The program occupies the first
512 points of the BASIC program area, so it de-
stroys any Applesoft program already present.
Briefly, here is how the program works. A
preliminary test verifies that Applesoft is active,
for this program is inapplicable to Integer BASIC.
Next, the program sees if the beginning-of-BASIC
pointer has been altered to $0A01 (from the usual
S0801). If so, a warm start is done, retaining the
current Applesoft program; if not, the pointer is
so altered, and the new routine of Applesoft is
called. Then the "patch" to CHRGET is made, as
in Programs 1 and 2.
The next step is a connection to the keyboard-
servicing routine at the "hook" known as KSW.
Whenever such a connection is what you need,
you must let DOS know your intentions, or it will
patiently remove your connection and restore its
own hook. This is very easy - just CALL 1002 (or
JSR $3EA in machine language). The program
ends by entering Applesoft at the warm-start entry
$E003.
By this point, the program really has not done
anything except insinuate itself into the system
and protect itself from harm. The actual buffer is
the 256-byte area from $0900 to S09FF (2304 to
2559), and two one-byte counters look after data
in the buffer. The counter BIX points to the next
place where a key can be stored, and the counter
BOX points to the next byte to be sent to whoever
asks for a key.
For example, if BIX contains $2E and BOX
contains $28, the operator has keyed six bytes
ahead, and they are stored in locations S0928
through $092D. If the operator now keys exacfly
250 more bytes before the running program asks
for any more, the keyed bytes will be stored in
$092E through S09FF, then the buffer will "wrap
around" and more keys will be stored in S0900
through $0926. By this time the value in BIX will
be $27, one less than that in BOX. That's 249 in
addition to the six already there, and now the
buffer is full, so the buffering routine will sound
the "bell" when it cannot store the last byte keyed.
At this point the operator must pause and wait
for the program to catch up. I think this event is
very unlikely.
Keys are detected and stored by the routine
patched into CHRGET. A word of caution to any-
one patching CHRGET: since BASIC uses this
routine dozens or thousands of times a second,
the patch must execute as fast as possible, else
the program may be slowed to an unacceptable
degree.
Does It Function?
When a key is wanted, the code at INLINK sees if
one is in the buffer. If not, the standard ROM
routine is called. If a key is available in the buffer,
it is delivered, and the counter, BOX, is updated
to account for the departed key. It is all very sim-
ple, mainly because of the eight-bit indexing au-
tomatically provided by the 6502's X-register.
Indeed, if the buffer were any size but 256 bytes,
the program would have been noticeably harder
to write and debug.
OK, how do you key this program into your
Apple? You could CALL -151 to get to the monitor,
then type in all the hex stuff, 803:4C 09 08 4C 99
08, and so on. If you did the "homework" 1 as-
signed in last month's column, there is an easier
way. Key in the pure Applesoft program in Pro-
gram 4, then SAVE it, RUN it, and finally EXEC
GEN KEYBUF. This final step will invoke the mini-
assembler to build KEYBUF, save the result, and
return control to the keyboard eventually. This
process must destroy any Applesoft program in
memory, so be sure you have saved Program 4
before typing the EXEC command!
To verify all this work, peer closely at the
screen - the command JMP S083C should be in
location 08A8. The acid test, of course, is "does it
work?" Follow the instructions below to test your
Table: How to use ttie Keyboard
Buffer
1. To load and initialize the routine, -^
BRUN KEYBUF
2. Now use your Apple as usual, but be sure that you
do not switch to Integer BASIC!
3. To suspend use of the buffer,
CALL 2054
4. To resume use of the buffer,
CALL 2051
5. To recover memory used by the buffer, after sus-
pending it via CALL 2054,
FP (or INT, if you choose)
6. To copv the routine from disk to disk,
BLOAD KEYBUF
Insert the disk to receive a copy.
BSAVE KEYBUF,A$803,L$F8
work, and when you actually make it work, you'll
have a potent and versatile tool which makes your
Apple a little bit better than it was before!
Hotneivork Assignment. Boot your System Mas-
ter and LOAD BRIAN'S THEME. That is the pro-
gram which displays pretty moire patterns in
high resolution. Here is some code to add a fas-
cinating effect! Type in the few lines in Program
5 and RUN the changed program. When the dis-
play starts acting oddly, play with the keyboard.
The most recently pressed key controls the timing
in a tiny machine language routine at location
600 ($258).
In my particular Apple, the keys W, K, 8,
question mark, and especially CTRL-D, produce
interesting effects. The machine language routine
is completely relocatable, so it can be used without
change in any place in memory where 26 bytes
are free. So if you wish to use the routine in
another program, change the variable ML to what-
ever suits you. The timing is so delicate that the
effects change greatly when ML is just under a
multiple of 256, so that a branch instruction crosses
a page boundary. To stop this demonstration,
you must press RESET, because the machine lan-
guage routine treats CTRL-C as any other key.
Program 1.
10 REM 'TAP' DEHO 1
20 FOR I = 396 TO 935
30 READ X
40 Z = Z + X
50 POKE I,X
6 0 NEXT
70 IF Z < > 5155 GOTO 90
80 PRINT "OK": END
90 PRINT "OOPS. Z=";Z: END
896 DATA 169,201,133,186,169,58
902 DATA 133,187,169,176,133,188
908 DATA 96, 169,76,133,186,169
914 DATA 154,133,187,169,3,133
920 DATA 188,96,141,48,192,201
926 DATA 58,176,3,76,190,0
932 DATA 76,200,0,0
Program 2.
10 REM 'TAP' DEMO 2
20 REM
30 FOR I = 896 TO 955
40 READ X
50 Z = Z + X
6 0 POKE I,X
7 0 NEXT
80 IF Z < > 7425 THEN PRINT "OOPS. Z=";Z: STOF
9 0 HOME : GR
100 PRINT "WHILE I SCRIBBLE AIMLESSLY,"
110 PRINT "PRESS BUTTON 1 SEVERAL TIMES."
120 POKE 24,0: POKE 25,0: POKE 26,0: CALL 909
130 FOR I = 1 TO 1000: C0LOR= 16 * RND (I)
140 PLOT 40 * RND (I), 40 * RND (I): NEXT
150 CALL 896:T = PEEK (25) + 256 * PEEK (26)
160 TEXT : PRINT CHRS (7): REM BELLI
170 HOME : PRINT "YOU PRESSED IT "; INT (T / 2
) ;" TIMES."
Januarv.1983 COMI>«xni 189
896
DATA
902
DATA
908
DATA
914
DATA
920
DATA
926
DATA
932
DATA
938
DATA
944
DATA
950
DATA
169,201,133,186,169,58
133, 187, 169, 176, 133, 18E
96, 169,76,133,186,169
154,133,187,169,3,133
188,96,72,152,72,173
98,192,41,128,197,24
240,8,133,24,230,25
208,2,230,26,104,168
104,201,58,176,3,76
190,0,76,200,0,0
Program 3.
Ba02
0000
J THIS
PROGRAM USES 512 BYTES FROM
aas3
0000
i 2043
TO
2559 TO CONTAIN AND LOOK
ee^i
0 0 00
; AFTER A
256-BYTE KEYBOARD BUFFER.
9295
0000
0eB6
000B
,- 'BRUN KEyaUf TO CREATE THE BUFFER,
0007
0000
; 'CALL 2054' TO DISABLE THE BUFFER.
00^8
0000
; 'CALL 2051' TO RE-ENABLE THE BUFFER.
BBBS
0000
0010
0000
'; KOM
TO SAVE THE PROGRAM;
0011
0000
! BSAVE KE¥BUF,AS803,LSF8
0012
0000
0013
0001)
'-5
BB3
; START AT 2B51 .
0014
0803
0015
0803
i JUMP
-TABLE OF ENTRY-
POINTS:
0016
0803
0017
0803 4C0908
JHP
STARPij
; ENABLE BUFFER
0018
0806 4C9908
JMP
CANCEL
; DISABLE BUFFER
0019
0809
;
0020
0809 AD00EB
STARTS
LDA
5E000
jWHICH LANGUAGE?
0021
0B0C C94C
CMP
IS4C
; APPLESOFT?
0022
080C D036
BNE
STEXIT
;N0, SO QUIT!
0023
0310
;
0024
0810 A90A
LDA
»>BASIC
;-> NEW START
0025
0812 A001
LDV
#1
,-0F BASIC (til
0026
0314
;
0027
0814 C467
CPV
S67
rWARM ENTRY TO ME?
0028
0816 D004
BNE
STCOLD
;N0
0029
0818 CS69
CMP
$68
;WARH FOR SURE?
0030
0aiA F00C
BEQ
STLINK
jVESI
0031
0B1C
^
0032
081C 3467
STCOLD
STY
S67
;SET UP THE NEW
0033
081E 3566
STA
S68
;START-OF-BASIC
0034
0820 A900
LDA
t0
0035
0822 3D000A
STA
BASIC
■TRADITIOK
0036
0825 204806
JSR
$D64a
EXECUTE 'NEW.
0037
0828
;
0038
0828 A94C
STLINK
LDA
IS4C
0039
082A 85BA
STA
SBA
0040
032C A949
LDA
KCHLINK
TIE IN TO
0041
032E 85BB
STA
SBB
CHRGET.
0042
0830 A90a
LDA
l>CHLINK
0043
0332 8SBC
STA
SBC
0044
0334
;
0045
0834 A97C
LDA
KINLINK
0046
0836 8538
STA
S38
TIE IN TO THE
0047
0838 A908
LDA
IJINLINK
INPUT HOOK "KSW
0048
0e3A 8539
STA
S39
0049
e83C
J
0050
083C ADEA03
STTIES
LDA
$3EA
0051
083F C94C
CMP
IS4C
IS DOS PRESENT?
0052
0841 D003
BNE
STEXIT
NO, NO DISK HERE!
0053
0843 20EA03
JSR
$3EA
TELL DOS ABOUT TIE-I
0054
0846 4CB3E0
STEXIT
JHP
SE003
,-WARH START
0056
0849
; THIS
ROUTINE IS ENTEI
SED EVERY TIME
0057
0849
J APPLESOFT FETCHES A i
JYTE OF BASIC,
00S3
0849
0059
0849 2C00C0
CHLINK
BIT
SC000
[KEY PRESSED?
0060
034C 1026
BPL
CHCOLO
NO, NOT YET
0061
0a4E 48
PHA
SAVE BASIC BYTE
0062
084F SA
TXA
SAVE X-REGISTER
0063
0850 43
PHA
0064
0851 AEAC08
LDX
BIX
GET INPUT POINTER
0065
0854 B3
INX
PREPARE TO STEP UP
0066
0855 ECAD08
CPX
BOX
BUT IS BUFFER FULL?
0B67
0356 Q00A
BNE
CHSTOW
NO, GO S STASH
0068
085A 98
TYA
BUFFER FULL:
0069
0853 48
PilA
(BELL USES Y~HEG)
0070
0e5C 20E2FB
JSR
5FBE2
RING THE BELL!
0071
0e5F 63
PLA
0072
0860 A3
TAY
0073
0861 4C6E0e
JMP
CHRETR
0074
0864
•
0075
0864 8EAC0B
CHSTOW
STX
BIX
[SAVE NEW POINTER
0076
0867 CA
DEX
-> PLACE FOR THE KEY
8077
0868 AD00C0
LDA
50000
GET THE KEY
0078
086B 9D0009
STA
BUF,X
SAVE IN BUFFER
0079
086E
J
0080
a86E 8D10C0
CHRETR
STA
SC010
[RESET KEYBOARD
0081
0871 68
PLA
0082
3872 AA
TAX
RECOVER X-REG
0083
0873 68
PLA
i BYTE OF BASIC
0084
0874
;
0085
0874 C93A
CHCOLO
CMP
iS3A
[ (CHRGET REPLACEMENT
0086
0876 B003
BCS
CHBACK
"
0087
0878 4CBEaB
JMP
SBE
■
0083
087B 60
CHBACK
RTS
; '
0089
087C
i
0091
0092
0093
0094
0095
0096
0097
0093
0099
0100
0101
0102
0103
0104
0106
0107
0108
0109
0110
0111
0112
0113
0114
0115
0116
0117
0116
0119
0120
0121
0122
0123
0124
0125
0126
0127
0128
0129
0130
0131
087C
037C
037C
0e7C
087F
0682
0885
0837
088A
0B8D
086D
08eF
0892
0895
0898
0899
0699
0899
089B
0690
069F
0SA1
0SA3
08A5
0fiA5
08A6
08AB
03AB
0aAC
0eAD
06AE
06AE
08AE
08AE
08AE
0BAE
06AE
03AE
03AE
0aA£
0eA£
THIS ROUTINE IS USED WHENEVER A
KEY IS NEEDED FROM THE KEYBOARD.
3EAB0a
AEAD03
ECAC0S
D006
AEAa08
4C1BFD
9128
BD0009
EEAD0B
AEAB03
60
INLINK STX SAVX
LDX BOX
CPX BIX
BNE INSEND
LDX SAVX
JHP SFDIB
INSEND ETA (528) ,Y
LDA BUF,X
INC BOX
LDX SAVX
HTS
[SAVE IT
[GET OUTPUT POINTER
[ANYTHING IN BUFFER?
[YES, GO SEND ITI
[NO, RESTORE X-HEG
[NORMAL KEY HANDLER
[STOP FLASHING
(GET KEY FROM BUFFER
(UPDATE POINTER
[RESTORE X-REG
DISABLE THE KEYBOARD BUFFER
A9C9 CANCEL LDA ISC9
8SBA
A93A
85BB
A9B0
aSBC
2089FE
4C3C08
SAVX
BIX
BOX
STA saA
LDA tS3A
STA $BB
LDA (;b0
STA SBC
JSR SFE89
JMP STTIES
-BYT 0
.BYT 0
.BYT 0
[RESTORE CHRGET
[ORIGINAL STUFF
[EXECUTE "INIO"
[SAVE AREA FOR X-REG
(-> PLACE FOR NEXT BYTE
(-> NEXT ONE TO DELIVER
(BIX=B0X1 MEANS BUF IS EMPTY
(BIX+1=B0X) MEANS IT'S FULL!
THE ABOVE MUST END BY S8PF
OR IT WILL BE OVERWRITTEN!
BUF'S900
BASIC=SA00
[BUFFER IS S9eB-$9FF
[HEW START-OF-BASIC
SYMBOL TABLE
SYMBOL VALUE
BASIC 0A00
BUF 0900
CHCOLO 0874
CHSTOW 0864
SAVX 08AB
STEXIT 0846
BIX 08AC
CANCEL 0899
CHLINK 0849
INLINK 087C
STARTS 0809
STLINK 0828
BOX 08AD
CHBACK 087B
CHRETR 086E
INSEND 088D
STCOLD 081C
STTIES 0B3C
Program 4.
100 REM MAKE "GEN KEYBUF"
110 D$ = CHR$ (4)
120 F$ = "GEN KEYBUF"
130 PRINT D$"OPEN "F$
140 PRINT D$"WRITE"F$
150 PRINT "FP"
160 PRINT "HON I"
170 PRINT "BRUN MINI-ASSM"
180 PRINT "803:";: REM NOTICE SEMICOLON
190 READ Z$
200 IF ZS = "END" GOTO 230
210 PRINT " "2$
220 GOTO 190
230 PRINT "FP"
240 PRINT "BSAVE KEYBUF,A$803 , L$P8 "
250 PRINT D$"CLOSE"
260 END
270 DATA JHP809,JMP899,LDAE000
280 DATA CMP#4C,BNE846,LDA#A
290 DATA LDY#1 ,CPY67,BNE31C
300 DATA CMP6a,BEQ828,STY67
310 DATA STA68,LDA#0,STAA00
320 DATA JSRD64B,LDA|4C,STABA
3 30 DATA LDA#49,STABB,LDA#8
340 DATA STABC,LDA#7C,STA38
350 DATA LDA#8,STA39,LDA3EA
360 DATA CMP#4C,BNEa46,JSR3EA
370 DATA JMPE003,BITC000,BPL874
380 DATA PHA, TXA, PHA
390 DATA LDX8AC,INX,CPX8AD
190 COMPUII! Januaiv.19S3
400 DATA BNEe64,TYA,PHA
410 DATA JSRFBE2,PLA,TAY
420 DATA JMP86E,STX8AC,DEX
430 DATA LDAC000,"STA900,X" ,STAC010
440 DATA PLA,TAX,PLA
450 DATA CMP#3A,BCS87BjJMPBE
460 DATA RTS,STX8AB,LDX8AD
470 DATA CPX8AC,BNE88D,LDX8AB
480 DATA JMPFD1B,"STA(28) ,Y","LDA900,X"
490 DATA INCSAD,LDX8AB,RTS
5 00 DATA LDA#C9,STABA,LDA#3A
510 DATA STABB,LDA#B0,STABC
520 DATA JSRFE89,JMP83C,BRK
530 DATA BRK,BRK,END
If you have Integer BASIC in ROM or in a Language
Card, substitute:
150 PRINT "INT"
170 PRINT "CALL -2667"
ASSM
:REM MINI-
Program 5.
460 ML = 600 t FOR I = ML TO ML+25
470 READ X: POKE I,X: NEXT
480 LIST (... OR PRINT SOME STUFF)
490 CALL ML
500 DATA 173,80,192,173,0,192
510 DATA 41,127,170,202,208,253
520 DATA 173,81,192,173,0,192
530 DATA 41,127,170,202,208,253
540 DATA 240,230
Micro Power Bench™
Atari
Lister
LeRoy J, Baxter, Milwalikie. OR
Debugging a long program listing can be tedious. Most
of us have typed in a long program and then had to
hunt for errors when it wouldn't RUN. This utility
routine can make the job a little easier.
Make a copy of this program and LIST it to tape
or disk. When you need it, load it with the ENTER
command (the line numbers shouldn't conflict).
Then type GOTO 32700. A prompt will appear.
Press RETURN, and the first set of six program
lines will he LISTed to the screen, regardless of
their line numbers, with spaces between the lines.
Then with a touch of RETURN, it LISTs the next
set of six lines.
Enter "EDIT," and the program goes to the
Editing Subroutine. It asks for the line number of
the offending line, then LISTs the line and prints
Single Switch Control of CPU and Peripherals
Built in circuit breaker protects your system
Four power expansion outlets
Choice of high quality oak or walnut
Compatible with IBM, APPLE, TRS-80 and others
Order Direct
800-343-431 1
CAB-TEK,Inc.
Riverside Si . Nashua NH 03062
CIVILIZING COMPUTERS
2
ACOUSTIC ENCLOSURE '99!
OEILESINOUIBIESINVIIEO
the command "CONT" below it. You can then
edit the line using the screen editor keys.
When you press RETURN, the line will be
entered into the program. You can enter or delete
complete lines using standard techniques. Simply
move the cursor up and enter your new line be-
tween the LISTed line and CONT. When you are
done, enter "ERASE," and the utility program
will erase itself.
32700
DIH A« (5) : T=0
3270S
Z=0: INPUT A*;ON < A*= " EDI T" ) + ( A*
="ERASE")*2 GOTO 32730,32745
32710
? CHR* (125) : ADDR=PEEK(136>+PEEK
( 137) *256:FOR X=0 TO T:ADDR=ADD
R+PEEK <ADDR+2) « (T>0) :NEXT X
32715
LINENO=PEEK ( ADDR) +PEEK (ADDR+1 ) «
256:Z=Z+1:IF LINEN0>=32700 THEN
? "« END OF LISTING » " : GOTO 32
710
32720
LIST LINENO:T = T+ls ADDR='ADDR+PEE
K(ADDR+2):IF Z<6 THEN 32715
32725
GOTO 32710
32730
? "WHAT LINE #";: INPUT X
32735
? CHR*(125) rPDSITION 2,4:LIST X
:? :? :? :? "CONT":INPUT A*:POS
ITION 2,0:P0KE S42,13:STOP
32740
POKE 842, 12: T=T-6:60T0 32705
32745
? CHR*< 125) :P0SITI0N 2,4:F0R X=
32700 TO 32750 STEP 5:? X:NEXT
X: ? "POKE 842, 12"
32750
POSITION 2,OsPOKE Q42,13sSTOP0
Jonuatv.1983 COMPUIII 191
Perfect Commodore INPUTS
A one-line cure for accidental program exits during
keyboard input.
Blaine D. Standage, Orange, CA
Solve the problem of inputting from the VIC, PET/CBM,
64 keyboard once and for all zvith one simple Hue of
BASIC code. Why clutter your program with complex
subroutines when there is a better way?
I waited a long time for someone to write this
article, but no one did. Meanwhile, I kept seeing
involved subroutines offered as solutions to the
"input problem."
The "problem" is that when you hit the RE-
TURN key in response to an INPUT statement
without first giving a Commodore computer some
data, it promptly dumps you out of the program -
often a very undesirable result. The same thing
happens if you accidentally hit the STOP key while
the computer is in a GET loop waiting for data.
(10 GET A$: IF AS = " " THEN 10). Since most of
the proposed solutions use GET loops, it seems
that they only move the problem by a key width
rather than solve it.
Following the KISS (Keep It Simple, Sam)
method, let's define our ideal objectives and try
to take a completely fresh approach to the
problem.
Avoid Subroutines
The highest probability of an operator disrupting
a program occurs when he is responding to an
INPUT or a GET command. At that time we need
to simplify his task by preventing him from acci-
dentallv halting the computer.
To keep it simple for the programmer, we
need to avoid subroutines, particularly large ones
or those written in machine language which may
require some form of special handling.
As to the fresh approach, remember that
when a thing doesn't work the way you want it
to, one alternative is to simply not use it! Oddly
enough, that is exactly the way out of this problem.
Don't use INPUT or GET.
When we remove INPUT and GET from the
instruction list, we are left with only two com-
mands which might take their place, INFUT#
and GET#. But aren't they for use with external
devices like tape or disk drives? Not exactly. They
W2 COMPtm! Januorv.wea
are the complete form of the commands for input-
ting. INPUT and GET are just simplified forms
which allow easy access to the keyboard.
Using GET#
The results of investigating GET# showed that,
overall, it operates very much like GET. We can't
completely solve our problems with it because
the program can always be halted with the STOP
key.
The most obvious difference occurs when we
press a non-numeric key while trying to get a
numeric value (i.e., GET#1 A). The computer
responds with:
?SYNTAX ERROR
READY.
"SYNTAX ERROR" doesn't seem a reasonable
response, and I haven't found out why it happens.
Nor can I see any way to take advantage of it, but
maybe someone else can.
Perhaps the biggest potential advantage to
GET# becomes evident by recalling that we com-
monly open output files to both the printer and
the screen. We then direct the PRINT# output by
selecting the appropriate file with a variable value.
Similarly, the keyboard could be included in a
selectable group of input devices through the use
of GET# or INPUT# with a variable defining the
file number.
HowAbouflNPUT#?
Using 1NPUT# proved to be the answer, but a lot
was learned along the way.
When you enter and run the simple pro-
gram:
10 OPEN 1,0
20 INPUT#1,A$: PRINT A$ : GOTO 20
all the inputs are echoed back, and there seems to
be no way out of the program. RETURNs are ig-
nored, and the STOP key has no effect. Most of
my test group (victims, to hear them tell it) decided
there was no way to regain control short of cycling
computer power. Only the most determined ones
discovered that the SHIFTed RUN/STOP would
cause a break. (On VIC, this would be Commodore
Key/RUN\STOP.) This combination is so unlikely
in an input situation that we can almost disregard
it as an accidental response.
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be studied to figure out how they did it. The programs created with the decoder can be customized with the EDITOR
AND INCORPORATED INTO YOUR OWN NEW GAME PROGRAM. The ASSEMBLER turns your programs
created with the Decoder and the Editor back into machine language and puts them out to tape or disk so the LOADER
can load them into the computer's memory to be tested and RUN. The MONITOR assists you in debugging your new
game program by allowing you to run it a step at a time and making modifications if you need to. The INSTRUCTION
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When I first performed this experiment, my
impulse was to consider the problem solved and
go on with my programming. What a variety of
interesting possibilities I would have missed!
Go to your computer and follow this easy
exploration of INPUT#. It will be worth your
time.
First, enter the following test program. Use
the line numbers as shown because we will be
adding to the program.
10
20
30
70
80
90
OPEN 1,0
INPUT#1,A
PRINT A
FOR J=l TO
GOTO 20
1500: NEXT J
Line 80 has no direct bearing on the problem.
It gives you a way to halt the program by providing
time to press the STOP key after an input.
When the program is run, notice that the
customary question mark is not printed. If we
want the question mark we must include it in the
input prompting. But we are also free to leave it
out for inputs where it is not appropriate.
Next, enter a few numbers and notice they
are printed back on the same line as the input
even though we made no special provision for
that. It seems we will have to print a "return"
after inputting to get back to the left margin.
Now press RETURN without any data, and
the computer responds as though you had entered
a zero. Here is a feature we have wished for. But
don't get too excited yet, because when we enter
non-numeric characters the computer responds:
7FILE DATA ERROR IN 30
READY.
and we see that we can't solve our problem with
a numeric variable input. Why a "file data error"?
Remember, the computer thinks it is getting data
file inputs from an external device.
Now let's make some changes to our test
program to correct the defects we have seen. Un-
like INPUT, the 1NPUT# command has no provi-
sions for built-in prompting, so we must provide
it in a separate PRINT command (line 20).
20 PRINT "ENTER DATA ? "
30 INPUT#1,A$: PRINT
7 0 PRINT A$
Running this now reveals that we won't stop
the program during the input process either with
a bad input or with the STOP key. Also notice
that a simple RETURN is interpreted as a null
(nothing there) string. We can really make use of
this feature. (You can prove that the string is really
null by manually creating a field of characters, a
line of reversed spaces, for example, where the
19J COMPUn! January. 1983
printing will be done. Observe that they are not
altered during the execution of line 70.)
Several Handy Features
Of course, we neglected the semicolon at the end
of line 20 to force the input to follow its prompt,
so let's put it in and re-test.
20 PRINT "ENTER DATA ? " ;
Careful now - something important has changed.
A simple RETURN is no longer treated as a null
string. It is just ignored. Another feature we can
use; no more tests for null inputs - they simply
can't happen with this program structure. And so
we have RETURN = "ignored" or RETURN =
"null" by including or deleting a single semicolon
after the prompting message. Very handy.
Let's add tines 40-60 and change 70 to com-
plete our test program for INPUT#. Now it will
accept only numeric inputs. The full test program
is:
10 OPEN 1,0
20 PRINT "ENTER DATA ? ";
30 INPUT#1,A$: PRINT
40 IF A$="0" THEN 60
50 IF VAL(A$}=0 THEN 20
60 B=VAL(A$)
7 0 PRINT A$;B
80 FOR J=l TO 1500: NEXT J
90 GOTO 20
This structure rejects non-numeric inputs and
(because of the semicolon in line 20) will not accept
null inputs.
If you want a simple RETURN to be accepted
as a zero, delete the semicolon in line 20 and
change line 40 to read:
40 IF A$="0" OR A$="" THEN 60
So we have solved our problem quite nicely for
inputs and come up with several verv useful op-
tions in the process.
Let's make a general observation on the lack
of built-in prompting with INPUT#. Neither the
double question mark requesting additional inputs
nor the "extra ignored" warning is printed. This
suggests that you should keep the structure of
your input commands as simple as possible, be-
cause the operator will not get the usual warnings
when he enters incorrect data patterns.
At last, as promised, here is the one-line, no-
accidental-exit, solution to the long-standing input
problem.
10 OPEN1,0:PRINT"PROMPT ? ";:INPUT
#1 ,A$:PRINT:CLOSE 1
Obviously, the OPEN and CLOSE commands
could span a group of inputs or even the entire
program. You can safely leave the "file" open
while doing other things.
As a bonus, you can accept null inputs by
deleting the semicolon in the first print command.
This allows vou to convert the nulls to zeros for
numeric applications.
Finally, I think you will find it interesting to
watch your experienced friends try to terminate a
program which uses the INPUT# technique. They
tend to get very frustrated, which suggests that
maybe you shouldn't build escape-proof programs
unless thev are reallv needed. ©
COMMODORE 64 Software
Introducing ... "Spritewriter"
Take advantage of the 64's most exciting graphic feature.
Full screen design and edit of Sprites.
Display and return to edit mode.
Catalog your Sprites on tape or disk.
Recall at any time and edit and overlay.
$18.95 + $1.00 for shipping & handling
Dealer inquiries welcome
pixel I software
6595 W. Mississippi Place
(303)922-9197 Lakewood, CO 80226
FOR YOUR VIC-20. SEND FOR
GAME CATALOG AND FOR
INFORMATION ABOUT
COMMODORE 64 PROGRAMS.
KILLER CATERPILLAR! Here he comes the
dreaded Killer Caterpillor! He's weaving his way
through the mushrooms trying to gel to you. You
can't let him through! If that isn't enough, you
occosionolly get visits from crazed spidere leaving
O troil of mushrooms behind. Shool ttiem for extro
points. Great graphics. For 5K VIC 20, requires
joyslick Cajsette S995. Disk S12 95
MAD PAINTER! This qame is a little unique and
a lot of fun You control a paint brush, moving it
around a colorful mo7e- Your job is to paint ttie
entire maze, Tnis is not os easy os it sounds,
because in the maze with you are two vcraciOLis
Bristle Biters tttiey love point brushes) Occosionolly
you will receive a visit from an Invisible Stomper
who leaves footprints in your fresh point. Requires
joystick. Cassette S<?,95, Disk SI 2 95
SNAKE! A fast and tun action game for one
player You're a big srrake roaming around the
screen fviice, rabbits, eggs, and feel appear at
random. Your mission in life is to bite Itiese targets
Vou hove to be quick - the targets don't stay tor
long The main problem is; you always seem to be
running into ttie wall or into yourself (the longer you
play, the longer, ond harder to ai/oid your own
tail)' Snake! Keeps high score and requires a
joystick Cossette S9 95, Disk SI 2 95
■ Price includes postoge & hond'irKj ■ Catalog is
included witi order ■ Foreign orders & COD's, please odd
S3 00 ■ Pnces ore subject to ctrange without rdce
■ At vour deo'er or send Check or money order to:
WUNDERWARE, P.O. Box 1287, Jacksonville, OR
97530 S50J-899.7549.
f
At Last!
A great printer
for the VIC-20 and
Commodore 64
at an affordable
price. $179.95
CAI introduces the affordable PRINTER.
This new printer piints the computer's (VIC
20 and Commodore 64) entire library of
alpha-numerics and graphics on clean, white,
inexpensive thermal paper.
The printer uses a dependable, rugged yet
whisper-quiet mechanism which prints a
40-character width at 80 characters (two lines}
per second.
The Sprinter 42 is a certified Commodore
attachment and is designed to be compatible
with all Commodore peripherals.
Only $179.95. Includes interface cable, user's
manual, learner's cassette and a 30'day
replacement warranty. Add $5 U.S. for postage,
handling. Extra paper is $1.95/ 137' -roll. Add $3
U.S. for postage, handling for each multiple of
four rolls.
Order now. VISA, MasterCard, please include
card number, expiration date.
Undecided? Write or call for literature.
3 Copyright 198Z CAI Insrniments
Atari Autonumber
Barry M. Bernstein, Willowdale, Ontario
This provides qinle a convenience ivhcn using Atari
BASIC. AUTONUM ndcis automatic line numbering
to Atari BASIC. It is used in much the same way as the
Atari ASSEMBLERIEDITOR NUM function is used.
The program creates a cassette boot program to
be loaded in when you turn the computer on with
the BASIC cartridge in place. Once in, it can be
called at any time and can quite easily be disen-
gaged or reactivated.
Type in the BASIC program, being especially
careful to get the DATA statements correct, and
then execute the following statement in direct
mode:
A = USR(12288)
You will hear two beeps, signalling vou to
press PLAY and RECORD on the 410 (with a tape
in place) and then pressing the RETURN key.
You have just made a boot tape.
To use BASIC AUTONUM, load the boot
tape in the 410 tape player, make sure the BASIC
cartridge is in place, press the START console
switch and turn the computer on. When it beeps,
press PLAY on the 410 and then RETURN. The
AUTONUM program is now in memory. To acti-
vate it execute the following in direct mode;
A = USR(1550,a,b)
where a is the line number to begin at and b is the
step size. If b is omitted then a is the step size and
it will begin where it left off. If both a and b are
omitted then it will begin numbering where it left
off {ten to begin with) and increment by tens. You
may have to press RETURN twice to activate
AUTONUM. To disengage the automatic num-
bering simply press RETURN twice in a row. It is
reactivated bv repeating the above procedure.
Though BASIC AUTONUM may take up to
half an hour to type in, you will find that it is well
worth the effort for the great convenience that it
offers, especially when typing in large programs.
lO
20
30
dim a* ( 100) , b* (2) , h« c23) :h*=" <, >
<:a>cb><:c><:d>ce><:f><:gich>{:i>' : '. '. \ ! !
<:J><:K> {LJ CMJ tN>{0>":REM ftLL CHARAC
TERS IN BRACKETS ARE CONTROL CHARA
CTERS
MEM=1536: M=-i
READ A*
40 FOR 1=0 TO 49: B*=A« ( I »2+l . 1*2+2)
SO IF e$="YY" THEN RESTORE 7bo:MEM=12
2aB:M=-l : GOTO 30
60 IF B*="ZZ" THEN ? "ALL DDNE":END
70 N=0:FOR J=l TO 2 : N=N» 1 6+ASC ( H* ( ASC
(B* < J) ) -47) ) :NEXT J:M=M+1:P0KE MEM
+ M,N
ao NEXT I
90 GOTO 30
100 DATA 000200060D06A93CBD02D3ie6060
6BC900DOOBA9 00a5CBA'?1085CC4C4F06B
5CFC90iF00B20D306A5D5S5CDA5D4B5CE
20D3O6
200 DATA A5D5B5CBA5D485CCA5CFC902D00F
FB38A5CEE5CC8 5CEASCDE5CB85CDDBA9a
0e510A962aD0802A9068D0902A9C08510
60A5CF
300 DATA C9FFF01 1 AD09D2C90CF0034CBEFF
A9FF95CF4CBEFFAD0 9D2C90CD01 5A9B08
510A9BESD08 02A9FFBD0902A9C0a5104C
BEFFA9
400 DATA OOB5CFFB18A5CE65CCa5CEA5CD65
CB85CDD820BD06A5CD2 0CA06A5CE20BD0
6A5CE20CA064CBEFF29F04A4A4A4A1869
3020A4
500 DATA Fi60290F18693020A4F66068B5CC
6885CB6885D568SSD42 0AAD9A5D4C94iF
00BA5D585D4A9 0O85D54CF7O6A5D6B5D4
A5CB48
600 DATA A5CC4B60YY
700 DATA A210A9039D4203A90a9D4A03A90a
9D4B03A94A9D44 03A9309D4 5032 056E43
02aA90B9D4 2 03A900 9D44 0 3A9069D4 503
A9009D
800 DATA 4903A9019D49O32O56E4300AA90C
9D42032056E430006860433A9BZZ @
COMPUTEi The Resource,
i<e«*
GENERAL LEDGER SYSTEM
for ATARI 800
S
149
Microsoft Base
qc CHART OF ACCOUNTS
^^ TRIAL RALANCE
INCOME STATEMENT
RALANCE SHEET
^219.95 - inciudes Microsoft Compiler
VISA - MASTER CHARGE - CHECK - MONEY ORDER
FCC. inc.
•Trademark ATARI, INC.
WIZCHASTANTST.
METAIRIE.LA.70002
(504)454-2421
196 COMPUrei Januory."83
NEW FOR ATARI
.........[MECESSITIES*— "•"
DISK COMMANDER II - Just save this program on your BASIC disks and ii will
aulobool and aulomalically lisl all programs Irom the disk into your screen. Simply
run any BASIC or Machine Ldnguage program by typing a single number.
Requires 16K. Disk Only ^9.95
BASIC COMMANDER • An all raachinu language program which occupies only "IK
of RAM and is co resident with your BASIC program. It is an indispensable tool lor
every ATARI BASIC programrner. Basic Commander allouis single key access to
DOS functions. BASIC file manipulation commands such as LOAD, LIST, ENTER,
RUN, SAVE and more! Never need to access DOS again RENUMBER allows you
to renumber all Basic lines and all references instantifniously! in addition,
6LOCKDELETE allows deletion of any rongc of lines, eliminating computer lock-
up AUTONUMBER automatically prouidcs line numbers for your BASIC program,
incri'.ism9 program entry speed from 25 to 75'\,. l( we've omitted your fayoritc
commands, Basic Commander even prnvides 3 PROGRAMMABLE KEYS!
THE MOST POWERFUL PROGRAMMING AID AVAILABLE
FOR THE ATARI BASIC PROGRAMMER
Requires 16K. Disk Only S34.95
RAM TEST II - The fastest and most thorough memory test available (or the ATARI
has now been further improued! Tests not only all locations, hut also tests the
memory addressing system. This all machine language program lakes 4 min. to test
48K. It's the only program that tests the cartridse area of RAM. Good for new 400'8(X1
computer owners, for testing new RAM boards and for use in compuierstotes totesf
for any bad memory locations. Bad memory locations are pinpointed so repair is as
simple as replacing a chip!
Requires 8K. Disk or Cassette $29.95
...,...» BUSINESS HOME"*"""*
MAIL LIST • Extremely fast BASIC and machine language program. Each data disk
holds over 500 files. Sort on any of 6 fields at mac hine language speed or search on any
fragment of a field! Use any size lables or envelopes.
Requires 40K, Disk Only $39.95
— "« TUTORI.'XLS "*"•"■•■
ASTEROID MINERS - This 50 page book and program provide for a unique
intermediale-to-advanced tutorial. A 32K BASIC game utilizing over 25 players in
player-missile graphics, machine language subroutines, a redefined character set,
multiprocessing utilizing the vertical blank interrupt interval, and much more! The 50
page book included with the program documents each part of the entire program and
contains the fully documented source code for both the BASIC and assembly
language parts of the program. Use these routines in your own programs. These
examples make it easy!
Requires 32K, Disk or Cassette $34.95
ATARC IS a regisierei trECenark ol ATAI^l rrjC N.J Residents add 5% sales tax
ALL MACHINE LANGUAGE ARCADE GAME
WITH INTELLIGENT MONSTERS!
This arcade style game is sure to become an ATARI classic.
Chomper requires 16K RAM, 1 joystick and nerves of sleel.
Available on Disk or Cassette S29.9.S
Available at your favorite computer store or
Send a check or money order directly lo:
MMG MICRO SOFTWARE
P.O. BOX 131 • MARLBORO, NJ 07746
or call (201) 431-3472
for MasterCard. Visa or COD deliveries
You've invested a lot of time and money into your computer . .
It's time that investment paid off!
THE COLOR ACCOUNTANT
The Programmer's Institute introduces THE COLOR ACCOUNTANT, the only complete personal Financia] package
specifically designeid for the Atari 400/800 and VIC-20 computers. This unique package includes:
1. Complete Checkbook Maintenance 5. Payments/Appointments Calendar 8. Home Budget Analji'sis
2. Chart of Accounts Maintenance 6. Color Graph Design Package 9. Decision Maker
3. Income/Expense Statement (graphs any files) 10, Mailing List
4. Net Worth Statement 7. Check Search
After the initial setup, THE COLOR ACCO^J^TA^T requires less
than an hour of data input each month.
The checkbook maintenance program i.s the key lo the entire package.
Once your checkbook is balanced, the checkbook summary file will auto-
matically update the home budget analy.sis, net worth, and income/
expense statements. You can then graph any file, record bills and appoint-
ments, tnake decisions, print a mailing list, and analy/c various accounts.
All programs are menu-driven and allow add/change/delele. Files
and sfatements can be listed to screen or printer, and saved to casette or
The perfect supplement lo THE COLOR ACCOUNTANT, TTw Tax Handler includes:
1. Complete Krom 1040 3. Schedule G tincomc Averaging)
2. Schedule A (Kemizcd Deducllons) 4. Schedule B
This year let The Tax Handler prepare your (axes (S34.9S cassette, S39.95 diskette).
diskette. THE COLOR ACCOUNTANT also comes with 60 pages of
documentation that leads you step-by-step through (he entire package.
The Atari 400/800 requires 24K cassette and 32K diskette; the VIC-20
requires 13K. ($74.95 cassette, $79.95 diskette).
Add S3 for postage and handling.
See your local dealer or order direct:
THE PROGRAMMER'S INSTITUTE
a division o/FUTUREHOUSE
P.O. BOX 3191, DEPT. C
CHAPEL HILL, NC 275J4
1-800-334-SOFr
Mon-Fri 10-6; Sa! 1 1-3
VIC Super
Expander Graphics
Tim Porker, Konato. Ontario
Want to see some stiinniug graphics on your VIC?
Type iu these short programs and you )iiig!it be surprised
to sec ivhnt's possible ivith the Super Expander
cartridge.
The VIC-1211A Super Expander is a plug-in CoTi-
tridge for the VIC-20 that provides several extra
features to the graphics and sound abilities. It
also adds an extra three kilobytes of memory,
giving a power-up of 6519 bytes free. (The rnissing
bytes are used by the expander.)
Program 1 is a short routine that draws a grid
on the screen, then selectively erases parts. This
is done by drawing vertical and horizontal lines
in a character color, then redrawing at a random
interval with the screen's color. When RUN for
several cycles, the patterns produced can be quite
complex. Changing the color of the character in
line 20 and the STEP interval in lines 100, 200, 300
and 400 can alter the complexity and appearance.
A variation on this program is to draw the
lines on the graphics display diagonally, as Pro-
gram 2 does. Here, lines 100-220 draw a circular
pattern, skipping dots at intervals set by the STEP
command. Then, lines 300-420 redraw at intervals
in the screen color. The effects are produced as a
consequence of the 1024x1024 graphics screen
being shortened to 160x160. As the coordinates
are altered, some dots will lie on either side of the
line. As a result, some dots that are on are turned
off, and vice versa.
A long routine to accomplish the above could
be arranged using the RDOT(x,y) command, to
see if a dot is on, then reverse it. Needless to say,
this is an extremely time-consuming task, even in
machine language.
Program 3 provides a pattern familiar to most
people, although here it is generated in four cor-
ners. To see the pattern by itself, leave out lines
110-130. The simple routine here can be enhanced
by adding circles concentrically in the center, or
by repeating sections in the screen color, as
above.
Program 4 draws rectangles on the screen
concentrically and is then repeated to color in
some areas. Again, when this is elaborated, it can
have the effect of a moire pattern, almost achieving
movement of its own.
198 COMPimi January,1<?83
An alternate method of obtaining the concen-
tric rectangles of Program 4 requires drawing
squares with multiple TO's in the DRAW state-
ment (Program 5). Repeating the pattern without
a screen-clear command (SCNCLR) produces
overlapping bands in the pattern. The pattern can
be inverted (i.e., have the rectangles drawn from
the outside in) by rewriting lines 100-140 to step
down, instead of up. Naturally, concentric circles
can be done the same way, by changing line 120
to read:
120 CIRCLE!, 511,511, X,X
This actually produces ellipses, as the axes are
not of equal length. This can be changed to pro-
duce true circles by adding a constant parameter
to the X-axis value.
These programs are by no means as sophisti-
cated as can be achieved with the Super Expander,
but they do fill the need for a basic subroutine
librar\- on which to base future graphics displays.
Combining these with PAINT commands can
produce some interesting effects. The Super Ex-
pander cartridge's graphics abilities are Hmited
only by the resolution of the graphics screen.
Possible future work for examination of the
commands available includes drawing Archi-
medes' spiral, a herringbone-grid of diagonals,
and changing to multicolor graphics to build up a
cjuilt-like display.
Program 1.
10 GRAPHIC 2
20 REGION 5
50 DEFFNA(X)=INT{RND(1) *X)+1
100 FOR X=l TO 1023 STEP FNA(40)+10
110 DRAW1,X,0TOX,1023
120 NEXT
200 FOR Y=l TO 1023 STEP FNA(40)+10
210 DRAW1,0,YTO1023,Y
220 NEXT
300 FOR X=l TO 1023 STEP FNA(40)+20
310 DRAW0,X,0TOX,1023
320 NEXT
400 FOR Y=1-.T0 0123 STEP FNA(40)+20
410 DRAW0,0,YTO1023,Y
420 NEXT
500 GOTO 100
40Column VIC- $29.95!
But . . . there's a catch.
We found a way to transform your cramped
VIC screen into a 40column, smooth scroll-^^
ing text display. So we created Terminal-40,
a program for communicating by modem
witti networks such as CompuServe and
Source. It's Inexpensive, powerful, and a
pleasure to use.
But we created a problem, too. Now
everyone wants all their programs in 40 col-
umns. That's the catch. Terminal-40 is only
for telecommunications. But don t
despair. . .you'll have the finest VIC terminal
MODEM
iConnBOD i- HHIL
E|«. 1511
HEV DAUE* THfttlB* rOft TH£ TIP Vtl US-inftJ
PRIDTEft TflR «RaF-HTC&. JtliT WIT VOUB
tilfitt TOZMIV, S.« UILL TKV IT TOIIICHT
~m tET Vttl EEQVU HlHI IT H9Un.-
, •It, JHiT **T f»E PUBLIC 1t*nAltl __
PTIi-lTIES. ^liB rfcfta THE K-C PET *^ffr
' ftX££. e* iB«e Tw «*Ett «ac- *sib>
« Tfie tmv, T.J- sftiD r« a**" -wi"---
, «!:&. HAS CO'^ $UE l-^V^ S« VUCA
^- -WKOfr. Wit- •! LEfiS-T l'»E J
So, plug in your modem and .
TERMINAL-40 . . . $29.95
Requires 8K or larger memory
expansion and modem. VIC
printer optional. On cassette.
Ttiis is just one of our good
ideas. Send for a free brochure
describing others.
REACH OUT ^
and BYTE SOMEONE!
MIDWEST
MICRO associates
PO BOX 6148, KANSAS CITY, MO 64110
ORDER DESK: open 9 am - 4 pm.
(816) 254-9600
VISAJMBstercaKi add 3% (card s and eip. date)
C.O.D. add S3.50
MAIL ORDER: Add Si.25 shipping and
handling. Missouri residents include 4.6%
sales lax. Foreign orders payable U.S.S,
U.S. Bank ONLY; add $5 shipping/handling.
Dealer inquiries invited.
MS4*
NEW
VIC SOFTWARE VIC
COMPUTERMAT • BOX 1664, DEPT C
LAKE HAVASU CITY, ARIZONA 86403
NEW COMMODORE 64 SOFTWARE - FREE CATALOG
(602) 855-3357 WRITE FOR FREE CATALOG OF VIC SOFTWARE
WARNING - BUYERS OF THESE GAMES HAVE BEEN KNOWN TO BECOME ADDICTS
ADVENTURE PAK "^'^^ "^ standard vic-2o
By Morli Wilhom
VIC-20
In Text
ADVENTURE PAK
2 Advenfutes Induded
ADVE^^■URE - REQUIRES 8K OR 16K MEMORY CARTRIDGE
CAVES OF SILVER- REQUIRES 8K OR 16K MEMORY CARTRIDGE
$12.95 Each
SOFTWARE FROM
COMPUTERMAT
WILL TURN YOUR
VIC-PET-CBM INTO A
HOME ARCADE!
ADD $1.00 FOR SHIPPING AND HANDLING WE WELCOME YOUR PERSONAL CHECK
Program 2.
10 GRAPHIC 2
20 REGION 5
50 DEFFNA(X)=INT(RND(1) *X}+1
100 FOR X=l TO 1023 STEP FNA(10)+10
110 DRAW1,X,0TO1023-X,1023
120 NEXT
200 FOR X=l TO 1023 STEP FNA(10}+10
210 DRAWl ,1023,XTO0,1023-X
220 NEXT
300 FOR X=l TO 1023 STEP FNA{10)+20
310 DRAW0,X,0TO1023-X,1023
320 NEXT
400 FOR X=l TO 1023 STEP FNA(10)+20
410 DRAW0,1023,XTO0,1023-X
4 20 NEXT
500 GOTO 100
Program 3.
10 GRAPHIC 2
"" REGION 5
FFNACX)=INT(RND(1) *X)+1
OR X=l TO 1023 STEP FNA(70)+10
20
50
DEI
100 FOR X=l TO
fUK X=i TO 1023 S
110 DRAWl ,X,0TO1023,X
120 DRAWl, 0 ,XTOX, 1023
130 DRAWl, X, 0TO0 ,1023-X
140 DRAWl, 1023, XTO1023-X,l!
150 NEXT
Program 4.
10 GRAPHIC 2
20 REGION 5
50 DEFFNA(X)=INT(RND(1) *X}+1
100 FOR A=l TO 2
110 FOR X=l TO 1023 STEP FNA(10)+10
120 DRAWl, 1023-X,XTOX,0+X
130 DRAWl, X,1023-XTO0+X,X
150 NEXTX,A
Program 5.
10 GRAPHIC 2
20 REGION 5
50 DEFFNA(X) =INT(RND(1) *X)+1
100 X=FNA(20) :X1^X
120 DRAWl, 511-X,511-XT0511 + X, 511
-XT0511 + X,511+ XT0511*X,511 + XT05
11-X,511-X
130 X=X+X1
140 IFX<511THEN120 ©
TOLL FREE
Subscription
Order Line
800-334-0868
In NC 919-275-9609
PractiColc® VIC-20 16K RAM
The extiaordmaiY electronic shieadsheet ptogiom
that does iormula calculations, replicates iormulas and
data, has adjustable column width and numeric format,
over 20 mathematical functions, alpha and numeric
sorting, prints, and serves spreadsheets. Tape and disk
versions available S35.00
Sensational and International Software
for Unexpanded VIC-20.
FLYSNATCHER - You travel the Australian bush. Your
only source oi nourishment is flies. Your mission is to
ovoid the weasel trying to devour you
and survive _ _ S9.95
FLOWER POW£B - A flower is trying to exists in the
Sahaia Desert . You are its sole source of nourishment.
Con it depend on you? S9,95
MISSILE ATTACK and SUB COMMAND - (2-game
pack) - You have 3 probe ships to destroy bat-like
mutants that have evolved from the effects of a
nuclear war. Beware!!! S9.95
SPLATMAN - A crew of 10 men are repairing the
London Bridge. Can you prevent the horrors of an
instant death v/hich will be caused by
them falling? S9.9S
Sinclair Timex 1000 16K RAM Recfuired
MUCSY-You are the boss of a Chicago gang operating a
protection racket. Con you survive rival gongs, the
cops, and Nick the Greek? S6.9S
MURGAIIROYDS REVENGE ~ The fiendish Murgatroyds
axe on the warpath again. You must fight off their
attack with mines, superglue, decoys,
and more!! , 59.95
Other programs for the VIC-20 or SINCLAIR TIMEX 1 0 00
in the areas of home use, business applications educa-
tional needs, and other games are available.
Older direct by calling 1-800-343-1078.
We're looking for new software
CSA is searching foi programmers who are
creaiing software for Commodore, Timex, or
Atari. We offer you an immediate, wide distri-
bution network. Contact us at the address
belowr.
We're looking for new dealers
CSA is a distributor for U.S. and foreign
software. Call or write us for a complete list of
programs.
COMPUTER
Cf»^3i<AV/4^?J
ASSOCIATES
50 Teed Dr., Randolph,
Massachusetts 02368
617-961-5700
200 OOMMITI! Januarv. 1983
VAir^^n "" PERSONAL
VlV^^i/ COMPUTER
TOP 10 SALE!!
ARCADE GAIVIES
{VIC-20 TAPE PROGRAMS)
Rank
Name
List
Sale
1.
Super Paratrooper
(Fantastic)
$24.95
$19.95
2.
Exterminator-Plus
(Better than Centipede)
$24.95
$19.95
3.
Crici^et
(Better than Frogger)
$24.95
$19.95
4.
3-D Hackman
(3-Dimensional)
$24.95
$19.95
5.
Snackman
(Better than Packman)
$19.95
$15.95
6.
Bug Blast
(Creepy)
$19.95
$16.95
7.
Anti Matter Splatter
(Nuclear Disaster)
$24.95
$19.95
8.
Bombs Away
(Great)
$18.95
$15.95
9.
3-D Maze-Escape
$16.95
S14.95
10.
Krazy Kong
$16.95
$14.95
BUY ANY FOUR - DEDUCT 10% MORE
VIC-20
ACCESSORY SALE!!
1, TRACTfON-FRICTION LINE PRINTER This
new COM-STAR deluxe printer, prints 8'/i" x 11"
full size letter quality single, roll or fan fold
paper, labels and etc. Impact dot matrix bi-
directional 40, 66, 80, 132 columns. Includes in-
terface cable that plugs direct Into the VIC-20
computer, no other costly interface is needed.
List $599.00 — Sale $399.00.
2. UP TO 60K EXPANSION MODULE Aero Space
designed— 6 slot— add up to 6 cartridges-
switch select any program. Start and stop any
program with reset button- not necessary to
remove cartridges or turn off computer, saves
time, television and computer (one year warran-
ty) List $149.00 — Sale $89.00.
• 10 DAY FREE TRIAL
. WE HAVE THE LOWEST PRICES
• ONE DAY DELIVERY EXPRESS MAIL
• FREE CATALOGS
WE LOVE OUR CUSTOMERS!
ENTERPRIZES (factory directs
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312^382-5244 to order
*— ' ^~t . SOFTWftRf iHC
VIC-20
CASSETTE SOFTWARE
A new challenge every time
CRABS
Agiiny IS the key 10 successfully guiding HEft-
BIE (ihe halibji) ihrough iNe ma^e. avoiding
Ihe deadly gaze ol SONIC CRABS white leed-
ing on delectable mght crawieis
The more you eai. Irte higher your score, Each
lime yoj dear lt\e maie o( lasiy morceis. you
will receive rnore time, addiiionai in/es. and a
new group ol right crawlers as Ihe game ol
SURVIVAL commues
But beware' With Ibe passing aliimeyouf presence becomes increasingly aggravalifig to
the KILLER crabs who lurk within, impioving the accuracy ol their menactngsonicwa^ii'es
Set at heginn&r cr advanced levels, each game is played m a totally new rnaze. and may
consist o( any nun^ibcf o( founds thai stan identically lor each player
CRABS can be played using youf VIC'20 keyboard or )aystic»<. and will work on all
standard VlC-20 mernory conliguraiions
ExCiiing action lor two players
TANK WAR
Your opponenl watches closely as the BAT-
TLEFIELD unfolds, and you both carelu My plan
strategies lor the pending CONFLICT Sud-
denly, both LASER TANKS fire to mil late move-
ment Vou begin to thread the way through
your home lernioty. avoiding obstructions and
buildings, as you proceed toward enemy ground
Outscore the rival tank by desifoymg enemy
buildings as well as placing direct hits on your opponent during one to one com bat Higher
skill levels will add additional targets,, mountain irangesand landmines to the baitie zone
for increasing EXCITEMENT
One ol three skill levels, with a new battlefield cieaied for each game, provides a new
challenge (or both players every lime
TANK WAR may be played using your V\C-20 keyboard or paddles, and wril work on all
standard \/tC-20 memory conligurations
CYCLONS
Full Hl-Re» Graptiics, Arcsde'^LIke Action
Continuing with the>i plan to conquer the uni-
verse, the CVTRON EMPIRE has chosen your
sector as ihe lust targel «n our galany As
COMMANDER ol the proleclive forces, you
must manoeuvre your crati, avoiding collision
ar^d enemy missiles, to aiiack and destroy
enemy war ships
The CVCLON fighters relenifessly entei ttie
battle zone, attempting to lute you mio making
errors thai will lead to your Cesinjciion The
menacing PULSAR DEATH SHIP al&o begins
to attack. Its only purpose to zero m on your iocatron, chase you down, and put an end 10
your delense of civilization as we Know it
Our future lies with your skill
CYCLON requires memory expansion lo funchon Wnen loaded on a system with a 3K
expander for Super Expander) you will play an advanced level game Loading the cassette
onto a system with flK or more expansion, you will be allowed tochoose between 3 variety
ol difticulty/game-feaiure options The game is controlled with the VlC'20 joystick
The ultfmate inter-stellar conthct
i^r
Skiii-iesting defense against a new evil
CRITTERS
Full HI-Rm Graphic*. Arcade-Like Aclion
M
l..-4^C>*--
While mspecling his pj-ize pumpHm paten, Mr
GREENSLEEVES becomes awaie ot a flock of
strange CRITTERS houenng m The sky above
Wjthoul warnmg small groups begm to leave
the formation and dive m order to knack him
down and STEAUhe Iruils of his labour Armed
only with a revolver, he must nov> DEFEND his crop agamst Ihis new blight
You will guide Greensleeves in his COUBAGEOUSellorl tosawflhe patch Run or crouch
in order lo flvQid the swooping MENACE, and aitempl lo exterminate the cniiers before
they can loot the entire crop MoSI imporlani. once a pumpkin is siolen. destroy the thief
belore he can reach the flock (taking caie not to hit the pumpkin} or his prize will Be yO\jf
loss
As Ihe struggle progresses, large^r llocks *ill arrive and the speed ol Iheir allack will
increase. But don't despair New pumpkins will grow with your pomi total providing
additional opporiuniires 10 successluiiy lend ofl the raid When ihey succeed in clearing
the held, theconllici is over
CRITTERS requires a minimum ol 8K memoiy expansion and is controlled with your
VIC-2Q joystick
Check for avaitabihty wilh your local dealer, or use (he order form provided.
Dealer enquiries are Invited.
FORWARD TO: SYNTAX SOFTWARE tHC. 33 ELHHURST AVE., SUITE 502
WILLOWDALE, ONTARIO, CANADA M2N EGB PHONE (416) 221-800S
:; CER:iFi£DCf!EOL;E
PLEASE SEND ME
_ VONEYOROER
-. VIS*
:: MiSTeR-CARD
:: AMEniCAisiEiPB£SS
C^ROtwO . , ^^—
EsPLCtTDATC ^
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Please Pnnl
NAME^__
ADDRESS_
CRABS (S S15.S5 (U,S.KS18-9S (CDNJ '
_ TANK WAHli J15,95 (U.S.)/$1fl.95 (CONJ -■
.. CYCLONS i<i $19-95 (U,S.)/$23.95 <CDN4 -
_. CRITTERS (t: $t9.95 (U.S.)/J23.95 (CDN.) "
Shippinc) and Handling .:: S1.00 per Catsetle ^
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TOTAL ^
POSTAL
CODE. ZIP
VIC-20 13 a registered iraoemark of CommoOOre BuSmess Machines Inc
Download/ Upload For The Atari
Frank C Jones, Silver Spring. MD
Use this to I HDisfer programs and text files to or from
your Atiiri iisin^ a modem mid the telephone lines.
The program described in this article was de-
veloped over several months, with feedback from
many people. 1 started writing it primarily because
I was too cheap to go out and buy one. I wanted
to try out my new communications hardware and
look into some of the electronic bulletin boards
that I liad heard about. Furthermore, I used a
mainframe computer in my work, and I thought
that it would be convenient to be able to access it
from the privacy of my home.
My first approach was to copy a short BASIC
program by Henrique Veludo from COMPUTE!
(February 1981, #9). This worked fine until I
realized that a lot of the text went by too fast for
me to read. 1 tried POKEing the incoming charac-
ters into a string, hoping to print it out later, but
this was too slow; characters were being dropped,
making things a bit hard to read. This led to an
assembly language routine to speed things up a
bit, and before I knew it I was on my way.
It wasn't long before I had added the upload
capabilitv so that 1 could transfer programs and
text files to friends who had computers and
modems. About this time I joined the downtown
Atari club of Washington, D.C., and discovered
their ARMUDIC bulletin board, developed and
operated by Frank Huband.
After several weeks of enjoying the
capabilities of this system and downloading lots
of useful programs, I discovered that some of the
members did not have terminal programs that
would do some of the things that mine would do.
1 offered to give my program to the club and sub-
sequently uploaded it to the ARMUDIC BBS.
I got calls about problems. I got calls with
complaints. I got calls with suggestions. When I
next talked to Frank Huband, I discovered that he
had picked up a few suggestions and complaints
too. We started working together to incorporate
as many of the more reasonable ideas as we could,
and over the next few months the program grew.
Since this article was intended to be utilitarian
rather than tutorial, I have included no discussion
of how the program does what it does. Instead, I
have included complete instructions on its use
202 COMPtmi January. 1983
and the BASIC listing. There are, however, a few
peculiarities about the program that should be
pointed out before we get into its operation.
Two Cautions
You may have already noticed that the statements
on line 90 are preceded by a REM so liiat they are
not executed. This line is to be used only by those
people who find that the BREAK function does
not work as described on their machines. The
fault lies not in the computer, but in the 850 Inter-
face Module.
Whenever concurrent I/O is turned on, the
RS-232 port handler substitutes its own interrupt
handlers for the ones in the OS ROM. This is nec-
essary because concurrent I/O handles the serial
bus interrupts differently from the way the operat-
ing system handles them. The machine language
portion of JTERM detected pressing of the BREAK
key by sensing what the 850 interrupt handlers
did with it. Of course, this was too good to last:
newer versions of the 850 Module handle the
BREAK key by ignoring it (undocumented).
This leads us to line 90; it's a patch into the
interrupt handler (new version) that enables the
BREAK key. Wnrnino: if the BREAK function
works on your machine without line 90, do)i't use
it; it will cause a crash if used with the older version
handlers. So try it without line 90 first, and remove
the REM if you find the BREAK key does nothing
when you press it.
A further warning: this program should not
be renumbered unless the subroutine at lines
2080-2110 is changed. This routine removes all of
the data statements and initialization code after
they are used to gain as much memory space as
possible for the text buffer. If the program is re-
numbered and this routine is not changed accord-
ingly, it will perform fatal surgery, and whatever
is left won't be of much use. (To find out more
about how this routine works, see mv article in
COMPLITEI's Second Book Of Ahvi.)
For those of you who have some download
capability already, the latest version of this pro- .
gram is available (free) from the ARMUDIC BBS
(202) 276-8342. The program is available under
the name of JTERM32 (or JTERM33 or... who
knows what version will be available by now; this
thing seems to have a life of its own). For the rest
Experience the
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The Programmer's Institute's magnetic magazines
will entertain, educate, and challenge you.
Each issue features ready-to-load programs ranging from
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taining descriptions and instructions for all programs, and notes
on programming techniques used,
Vicvideo for the VIC-20 is here. Call for details.
ORDERING INFORMATION
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orders only, toll free number:
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Vi Year (5 issues) $30.00
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m m
for information:
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A I ■' Dinnmntnttm iiinwiBwiTiriiwi*
^^^^
ATARI ;
800 (16K) $649.00
400 16K 279.00
400YOaRSto32Kor48K CALL
410 RECORDER 79.00
810 DISK DRIVE 449.00
850 INTERFACE 165.00
830 MODEM 149.00
825PR1MTER 575.00
481 ENTERTAIMER KIT 79.00
484 COMMUNICATOR KIT 309.00
PRINTERS — Atari, Epson, Smith Corona CALL
Prices subject to change without notice.
Shipping extra. No tax out of state.
Ca. residents add appropriate taxes.
WE ARE AN AaTHORlZED ATARI SALES AND
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In California 800-772-4064
For product and price list: send S2.00 for shipping.
TOTAL
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(305) 339-3848
' DEALER INQUIRIES INVITED - PfllCES SUBJECT TO CHANGE
of you, type it in, being very careful with the data
statements; an error here will probably make the
system crash. Then read the instructions and start
communicating.
Starting Up
JTERM is a download/upload terminal program
for the Atari. It was written in BASIC and assembly
language to combine ease in setting up and speed
when in the actual terminal mode.
Note that an AUTORUN.SYS file with the
RS-232 handler boot routine must be on disk and
booted when you turn on your machine, if you
are using a disk. The DOS command will cause
the RS-232 handlers to be overwritten, so you
must either have a MEM.SAV file on your disk or
re-boot the handler after making a DOS call. Fur-
thermore, it appears that the NEW command
damages or wipes out the port handler as well.
Therefore, you should always reboot the handler
after using this command. An additional note:
JTERM assumes that the modem is connected to
RS-232 port #1. Also, the 850 Interface must be
switched on before booting the disk.
JTERM is LOADed as a BASIC program, and
when RUN it POKEs the machine language
routine into a string called PROGS. While this is
going on, the screen is black. After this set-up
period is over, the first menu appears on the
screen, along with information about the size and
location in RAM of the available text buffer. All
menu choices are made by simply typing the ap-
propriate key that is highlighted in inverse video.
(Type an ordinary character, not an inverse video
one.)
The first choice to make is whether you wish
to Download a file from the host computer or
Upload a file to the host computer. If you wish to
do simple communication without file transfer,
Download is the proper mode to choose. After
you choose between the Download anci Upload
modes, your next choice is between no translation
(None), Light translation, and ATASCII. With
Light translation, all high order bits are stripped
from all outgoing and incoming characters, and
the ATASCII EOL character (155) is changed to
the ASCII CR character (L3) on output and vice
versa on input. No translation and ATASCII
modes means that the 850 Interface Module does
no changing of characters during either input or
output. However, be warned that the program
does some translation itself- more about that
later.
The next choice is between the various modes
of outgoing parity setting. (Note: incoming parity
is not checked or changed by this program,) You
should always select None if you have selected
no translation because setting the parity on output
will change the high order bit that was presumably
204 COMPUTEI JanuOIY. 1VS3
to be preserved. This option was included for the
users who wish to access mainframe computers
that require certain parity configurations.
At this point, if you choose Upload you will
be asked for the filespec of the file to be uploaded.
When this has been entered, the file will be loaded
into RAM and then listed to the screen as a check.
You will then enter the terminal mode. But if you
choose Download, you will go directly from the
parity choice to the terminal mode without going
through the file loading routine.
Terminal Operations
Whenever you enter the terminal mode, the flag
(i.e., inverse video word) TERMINAL will appear
at the top of the screen. This informs vou that
you are now in the machine language portion of
JTERM. While you are in this mode, vou may
send data to and receive data from a host com-
puter, provided all of the appropriate connections
have been made. You may toggle the memory
save function off and on bv pressing the SELECT
button; the flags MEMSTC3rE ON and MEM-
STORE OFF will be printed on the screen as you
toggle the memory.
While the memory save option is in effect, all
incoming characters will be stored in sequence
until the buffer is full. If the buffer should fill up,
the flag MEMORY FULL will be printed on the
screen. Note: If you have filled your buffer prior
to an Upload, you should not turn on the memorv
save feature until you have completed the Upload.
Otherwise, the incoming characters will overwrite
your file.
When you enter the terminal mode, you will
be in full duplex (i.e., only those characters that
are received are printed on the screen and stored
in memory). If the host computer echoes all char-
acters that it receives, these characters will be
incoming and will be printed and saved if desired.
If the host computer operates in half duplex, it
cannot send and receive at the same time, so it
will not echo the characters that it receives from
you. In this case you should turn on the half
duplex mode. You can toggle between half and
full duplex by pressing the OPTION button.
Whenever you do, the flags HALF DUPLEX and
FULL DUPLEX will be printed on the screen as
appropriate.
Leaving Terminal Mode
When you are readv to leave the terminal mode,
you may do so by pressing the START button.
When you do, one of three things will happen,
depending on the circumstances. If you have
chosen the Upload option and have not yet up-
loaded the file, you will go into the upload mode.
The flag UPLOADING will appear on your screen,
and the buffer will be printed, 25 characters at a
time, to the computer on the other end of the
line. During this period you will still see all in-
coming characters displayed on your screen, so,
if the host computer is echoing your transmission,
you can watch the upload progress. When the
upload is complete, you will reenter the terminal
mode, this time in Download mode.
If you exit the terminal mode without saving
anything to memory, you will automahcally bail
back out to the main menu, and you may start
another session with different parameters if you
wish.
If you were in Download mode and saved
anything at all in memory, when you press START
you will be asked for the filespec of the file to
which you wish to save your memory, or you can
type RETURN for further options (more about
this in a moment). If you enter a filespec, this can
be the cassette (C:), the printer (P:), the screen
editor (E:), or a disk file (DiFILENAME). After
you enter the filespec, the saved memory will be
written to the file, and you will be told that you
may reenter the terminal mode bv pressing
START.
If, however, vou wish to save the memorv to
another file before returning to the terminal mode,
press START and, before relcnsiiig the start button,
press the OPTION button. This will bring you
back to the request for a filespec. This may be
repeated as many times as wished.
If you simply type RETURN instead of a
filespec, you will be presented with a menu of
three alternative choices. Pressing OPTION will
erase your memory buffer and return you im-
mediately to the terminal mode without changing
any parameters. Pressing START will erase the
buffer and return you to the main mode selection
menu where you may reset any or all parameters.
Einally, pressing SELECT will return you to the
main mode menu while presenmg everything
saved in the memory buffer.
Internal Translations And
Ottier Features
When you choose between Light and No transla-
tion in the second menu, you are choosing the
configuration of your 850 Interface Module RS-232
ports. You should read your 850 instruction man-
ual for information about these configurations.
This program does some additional translation of
its own, however.
First of all, nothing that comes in from the
port is changed at all before it is stored in memory.
Therefore, if you choose AT ASCII or No transla-
tion for your port, you will save in memory every-
thing exactly as it was sent. There will be some
translation, however, before it is displayed on the
screen. For example, no control characters (ASCII
values < 32) are displayed. This means, for in-
stance, that you will not see line feeds; they will,
however, be stored and can mess up a program
that you are downloading. You should not ask for
line feeds; you do not need them even if the test
messages are single spaced.
The carriage return character (ASCII 13) is
translated to the ATASCII EOL character. The
printer bell character (ASCII 7) is translated to the
console bell (ATASCII 253). Finally, the ASCII
backspace character (ASCII 8) is changed to the
ATASCII DELETE/BACKSPACE (ATASCII 126).
Again, none of this translation affects what is
stored in memory; everything is stored exactly as
it is received.
In ATASCII mode, no translation is done on
any outgoing characters; everything is sent exactly
as it comes from the keyboard. In the No transla-
tion mode, two characters are changed. The
DELETE/BACKSPACE character is changed to
the ASCII backspace character so that the key will
have the same function with most host computers
that it does in the Atari. Also, the RETURN key
or EOL (ATASCII 155) is changed to the ASCII
carriage return (ASCII 13) before it is sent. In light
translation, the 850 module would do this trans-
lation automahcally, but in the no translation
mode it would not be done. There were enough
situations in which inverse video characters
(ASCII values > = 128) could be sent and received,
but the host computer would still not recognize
the EOL character to warrant this feature.
In half duplex operation, after a character has
been sent to the port it is handed over to the
input routine and handled just like any other
incoming character.
An additional feature of JTERM is the ability
to send a computer "BREAK" by simply pressing
the BREAK key. This will cause the screen to
flash, a beep to sound, the flag BREAK to be
printed on the screen, and, last, a true break
signal (approx. 0.5 sec. of SPACE tone) to be sent.
(If all of this doesn't happen, see the discussion in
the introduction.) Sending the BREAK signal will
not be of much use when you are connected to a
BBS since most of them do not recognize it, but it
can be essential when you are connected to a
mainframe computer whose attention cannot be
gotten any other way.
You should note, however, that the BREAK
routine passes briefly through BASIC. Should it
be pressed more than once in rapid succession,
you can cause a standard BASIC BREAK and
terminate the program. If you should terminate
the program, accidentally or on purpose, do not
attempt to re-RUN it. Instead, restart it with GOTO
100. When the program is RUN for the first time,
all of the DATA statements and most of the in-
itialization statements are removed to make more
room for the buffer; it cannot, therefore, be re-
Januarv.»83 COMPUTO 206
initialized without crashing.
One added note: when the terminal mode is
entered for the first time, the DTR line on RS-232
port #1 is set for those modems that monitor this
line.
Guidelines For Using JTERI^^
The JTERM menus were designed to provide
maximum flexibility in communicating with many
different types of computers, terminals, and
bulletin board systems. This may cause some
confusion, so here are some general guidelines:
• Most often, you will select Download,
Light Translation, No Parity, and Full Duplex.
This should work fine when communicating with
information utilities such as CompuServe and
The Source, as well as with most bulletin boards.
• For communicating between Ataris, choose
the ATASCn mode instead of Light Translation.
This allows full compatibility between characters
sent and received. Also select half duplex instead
of full duplex.
• For downloading TRS-80 graphics from TRS-
80 bulletin board systems, choose No Translation.
• Usually you won't have to select a Parity
option unless communicating with a mainframe
computer.
• The half/full duplex option accomplishes
with software what the half/full duplex switch on
some modems does with hardware. This option
was included for those users whose modems lack
the duplex switch.
130
140
150
160
170
leo
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
10 REM JTERM{3 SPACES} < VERSION 3.2>
{12 BPACES>by Frank C. Jones Julyl
0, 1982
20 DIM PRDG* (379) ,PR0B2* (7) , SPOOL* ( 15
> , IN* (26)
30 C0N=S3279: POKE 559,0: IF PeEK(ADR(P
R0G*))=104 AND PEEK (ADR ( PROS*) +378
)=216 THEN 50 360
40 FOR 1=1 TO 379:READ A ; PROG* ( I , I ) =C 370
HR« <A) :NEXT I
50 DIM MSG« (65) : RESTORE 2000:FOR 1=1
TO 65:READ A : MBG* < I , I ) =CHR» ( A ) : NEX
T 1
60 DIM St (5) , T* (8) , U* (9) : FOR 1=1 TO 5
:READ A: S* ( I , I ) =CHR* (A) : NEXT I : FOR
1=1 TO SiREAD A: T* ( I , I ) =CHR* (A) : N
EXT I
70 FOR 1=1 TO 9:READ A : U» ( I , I) =CHR« ( A
):NEXT I:DIM BR«(7):FOR 1=1 TO 7:R
EAD A: BR* ( I . I ) =CHR« ( A) ; NEXT I
80 FOR 1=1 TO 7:READ A : PR0G2* ( I , I > =CH
R*(A):NEXT I : FLAG = 0
90 REM FOR 1=1 TO 3:READ A:POKE 8457+
I,A:NEXT I;FOR 1=1 TO SjREAD A:P0K
E 1663+1 , AsNEXT I
GOSUB 2080: N=FRE (0> -256; DIM TXT*(N
)
340
350
380
390
400
410
420
430
435
440
95
100
1 lO
120
SETCOLOR 2, 9, O: PR06* (200, 200)=CHR 445
« ( 13) : PROB* ( 192, 192) =CHR* (8)
POKE 82,0:PRINT "CCLEAR>"; 450
PRINT N-1;" BYTES OF MEMORY AVAIL 460
ABLE":PRINT " FROM- "; ADR ( TXT* ); " T 465
0-" ; ADR (T
CLOSE #1:
POKE 752,
erat i on M
<TAB> " ; CH
SPRINT " {
POKE 559,
: IF ANS = 6
IF ANS=B5
GOTO 110
POKE 752,
{TABJTran
INT "{TAB
: PR I NT "
PRINT :PR
ASCII "
POKE 752,
HEN MDDE-
IF ANS=7S
IF ANS-65
200)=CHR«
« (126) sGO
GOTO 180
POKE 752,
{TAB>P*ri
";CHR»(20
{TAB>"5CH
PRINT :PR
en"! PRINT
) ; "et "
POKE 752,
HEN PARIT
IF ANS=79
IF ANS=69
IF ANS=B3
GOTO 240
IF UPLD T
PRINT "{C
, 0: IF NO
CLOSE #2:
#2, MODE+P
2 , 0 , " R " : X
A=USR (ADR
ADR (M5G«)
590
IF A=ADR(
CLOSE #2
ON UPLD+1
IF UPLD T
320
PRINT "PR
ERMINAL M
IF PEEK(C
IF PEEK(C
IF PEEK(C
GOTO 320
CLOSE #2:
NTER OUTP
{4 SPACES
IONS":? :
POKE 702,
PUT SPOOL
HEN 470
? "{CLEAR
bu-f -f er ; t
ai ns buf -f
> erases
I=PEEK (CO
TO lOO
IF 1=6 TH
IF 1=3 TH
GOTO 445
XT* ) +N-2
OPEN #1 , 4, O, "K"
IsPRINT "{2 DDWN>{TAB>Op
□dB:":PRINT :PRINT "
R* ( 1 96) ; " own 1 oad ": PRINT
TAB> " ; CHR* (213) ; "pi oad"
34:P0KE 752,0:GET «1,ANS
S THEN UPLD=O;60T0 180
THEN UPLD=1:G0T0 ISO
liPRINT "{CLEAR>{2 DOWN}
slation Mode: " ; PRI NT : PR
>";CHR« (206) ; "one" : PRINT
<TftB> " ; CHR* (204) ; "ight "
INT " {TAB> " ; CHR* ( 193) ; "T
0;BET #1,ANS:IF ANS=76 T
0:GOTO 240
THEN MODE-32:GOTO 240
THEN MDDE=32:PR0G« (200,
(155) :PROG» ( 1 92 , 1 92) »CHR
TO 240
1 I PRINT "{CLEAR>{2 DOWNJ
tys":PRINT sPRINT "{JABJ
6) ; "DriB" SPRINT i PR I NT "
R* (207) ; "dd"
INT " {TAB>" f CHR»(197) I "V
:PRINT "{TAB> "; CHR* (21 1
0:BET «1,ANS:IF ANB-78 T
Y=0:QOTO 310
THEN PARITY-1 jSOTD 310
THEN PARITV=2!G0T0 310
THEN PARITY=3!B0T0 310
HEN GOSUB 490
LEAR>{2 TAB> " ; T«: POKE 65
T FLAG THEN A=ADR(TXT*)
OPEN #2, 13, 0, "R" : XIO 38,
ARITY, 0, "R" : XID 34, #2, 19
10 40, #2, 0, 0, "R"
(PROG*) , A, ADR (TXT*) +N-1 .
) ! IF PEEK (207) =128 THEN
TXT*) AND NOT UPLD THEN
:BOTO 100
GOSUB 430,650
HEN UPLD=0: TXT*="" : GOTO
ESS ":S*;" TO RE-ENTER T
DDE"
0N)<>6 THEN 390
ON) =6 THEN 400
ON) =2 THEN 360
? "{CLEAR>{4 DOWN>{TAB}E
UT FILENAME":? "
JOR HIT <RETURN> FOR OPT
? "CTAE>";
64:P0KE 65,3:TRAP 560: IN
*:FLAG=0:IF SPOOL*<>"" T
>{2 DOWN><START> erases
D menus":? "<SELECT.V ret
er; to menus":? "<DPTIDN
bu-f-fer; to terminal"
N):IF 1=5 THEN FLAG=1;G0
EN 100
EN 320
206 COMFUTH Januorv.1983
470
480
490
500
510
S20
530
540
550
560
570
580
s<?o
CLOSE *3:DPEN #3 , B, O , SPOOL* : I F SP
OOL* ( 1 , 1 ) ="E" THEN SETCOLOR 2,9,0
TXT* <A-ADR (TXT*) +1 ) =" "iPRINT #3;
TXT*;CLOSE <t3:RETURN
PRINT " {CLEAR! {4 DOWN> <:TAB> ENTER
UPLOAD FILENAME" :PRINT :PRINT "
CTABJ"5 5POKE 702, 64; INPUT SPOOL*:
TXT*=" "
TRAP 5&0:CLOSE «3:OPEN »3,4,0,SP0
OL«:TRAP 4:POKE 65,3
AD = ADR<TXT*>-.XX=INT(AD/256>: WW = AD
-XX*2 56! ZZ=INT( (N-1) /256) : YY=<N-1
) -ZZ*256
IOCS = 3-. BOSUB 620; TXT* <QD+i ) =" "
IF PEEK(883)=136 THEN 550
PRINT "ERROR "; PEEK { 883) ; " DURING
TEXT LOAD":STOP
CLOSE #3:PRINT TXT*:FOR 1=1 TO 50
OsNEXT I:RETURN
PRINT "{CLEAR>C4 DOWN> <TAB> UNABLE
TO OPEN "; SPOOL*: PRINT "{TAB>PRE
SS ";S*;" WHEN READY"
IF PEEK(C0N)<>6 THEN 570
GOTO PEEK ( 186) +256«PEEK < 187) -10
CLOSE #2:SETC0L0R 2, 1 3, 1 O: SOUND 0
, 30, 10, 15: X ID 34, #2, 2 , 1 5, "R" : FOR
1=1 TO 20:NEXT IsXIO 34,#2,3,0,"R
3: 1060
1,070
lOSO
1090
1 100
1110
1 J20
1 130
1 140
60O
610
620
630
640
650
660
670
680
690
700
710
720
730
SOUND 0, 0,0,0: SETCOLOR 2,9,0
PRINT BR«;60T0 330
POKE 834+I0CB»16, 7: POKE 836+I0CB«
16,WW;PaKE 837+I0CB>16, XX; POKE 84
0+I0CB*16, YY: POKE a4 1+IDCB*16, ZZ
K = USR (ADR <PR0G2*) , IDCB«16)
QQ = PEEK (B40+I0CB*16) +256tPEEK C841
+IDCB*16) 5RETURN
PRINT '■{CLEARX4 D0WNX2 TAB>";U«
LL = LEN <TXT*) : LN= I NT ( LL/25 ) + 1
FOR 1=1 TO LN
IF I=LN THEN PRINT #2; TXT* ( ( I - 1 ) «
25+1 ) ; : GOTO 700
PRINT #2; TXT* < ( I-l ) »25 + l , 1*25) -,
STATUS #2,B: BY=PEEK <747) : IF BY TH
EN GET »2,A:PRINT CHR* < A ) ; : GOTO 7
00
NEXT I
FOR 1=1 TO 20
STATUS #2,B: BY=PEEK:747) ! IF BY TH
*»2,A:PRINT CHR* < A ) ; : SOTO 7
GET
740
750
1000
1010
1020
1O30
1040
1050
EN
30
NEXT I
PRINT " <:TAB>UPL0AD COMPLETE" : FOR
1=1 TO 500:NEXT IjRETURN
DATA 104, 104, 133, 213, 104, 133, 212
, 104, 133,215, 104, 133, 214, 104, 133
,225, 104, 133,224, 169, 128, 133, 216
, 169, 0
DATA 133,226,133,207,172,31,208,
192, 7, 240, 112, 192, 6, 208. 1, 96, 192
,5, 208, 32, 172, 31, 208, 192,5
DATA 240,249, 164, 216, 192, 255, 240
,90, 152, 73, 128, 1 33 , 2 1 6 , 208 . 6, 169
, 12, 133, 2 17, 208, 36, 1 69 , 25 , 1 33 , 2 1
7
DATA 208,30,192,3,208,67,172,31,
208, 192,3,240,249, 164, 226, 152, 73
, 128, 133, 226, 208, 6, 169, 51 , 133
DATA 217,208,4,169,38.133,217,24
, 165,224, 101,217, 141, 68, 3, 165,22
5,105,0,141,69,3,169,14,141
DATA 72,3,169,0,141,73,3,169,11,
1 150
2000
141,66,3, 162,0,32,86,228, 169,0,2
40. 2, 240, 137, 173, 252
DATA 2,20 1 ,255,240,54, 162,32, 169
, 1 1 , 157, 66, 3, 169,0, 157, 72, 3, 157,
73, 3, 162, 16, 157, 72, 3
DATA 157,73,3,169,7,157,66,3,32,
86, 228, 201 . 126, 208, 4, 169, 8,208,6
,201 , 155,208,2, 169, 13
DAi"A 162,32,32,86,228,164,226,20
8, SO, 165, 17, 20B. 9, 169, 128, 133, 17
, 133,207,96,240,243, 162,32, 169
DATA 13,157,66,3,32,86,228,173,2
35,2,201 ,0,240, 16 3, 169,7, 157,66,
3.169,0,157,72,3,157
DATA 73,3,32,86,228,192,154,240,
210, 164,216,208, lO, 1 62, O, 129,212
,230.2 12,208,2,230,213,201 , 13
DATA 208,4,169,155,208,20,201,7,
208, 4, 169, 253, 20B, 1 2 , 20 1 , 8 , 20B , 4
, 169, 126, 208, 4, 201 ,32, 144
DATA IS. 160, 11, 140,66, 3, 160, O, 14
O, 72, 3, 140,7 3, 3, 162, 0, 32,86, 228,
165,215, 197,213, 144, 16
DATA 240,2,208,136,165,214,197,2
12, 144, 6, 240, 4, 169,0,240, 135, 169
, 255. 133, 216, 165. 224, 14 1 , 68, 3
DATA 165.225,141,69,3,169,13,141
,72, 3, 169, 0,141, 73, 3, 169, 11, 141,
66, 3, 162, O, 32, 86, 228
169, 0, 240, 216
155, 205, 197, 205,
2010
2020
2O30
2040
2050
2060
2070
2080
2090
2100
21 10
DATA
DATA
, 160, 198, 213, 204
, 205, 21 1 , 212, 207
DATA 197, 160, 207
, 197, 205,21 1
212,207
207,210,217
204, 155,205, 197
210
206, 160, 155, 205
DATA
, 198, 155,
210, 197, 160,207, 198
200, 193, 204, I9B, 160, 196
211,212, 193,210,212
212, 197, 210, 205,201 , 206, 193
,213, 208, 204, 197. 216, 160, 155
DATA 198.213,204, 204, 160, 196,213
,208,204, 197,216, 160, 155
DATA
DATA
, 204
DATA 213,208,204,207,193,196,201
, 206, 199, 155, 194,210, 197, 193,203
, 155, 104, 104, 104, 170, 76, 86, 228
DATA 32, 128, 6, 141, 14,210, 169,0, 1
33, 17, 96
POKE 842,13s? " {CLEAR} " : POS I TION
2,6:F0R I=1000 TO 1150 STEP 10:
? I:NEXT I:? " CONT " : POS I T I ON 0,0
: STOP :LIST 100,200
? " tCLEARJ ": POSITION 2,6jF0R 1=1
0 TO 90 STEP 10:? I : NEXT I;? "CD
NT":POSITI0N 0,OjSTOP :LIST 100,
200
? " CCLEAR}"iPOSITION 2,6:F0R 1=2
OOO TO 2100 STEP 10:? I : NEXT I:?
"G. 21 10" : POSITION 0,0:STOP
POKE 842, 12; RETURN ^
COMPUTE!
The Resource.
Jonuarv,1983 COMiHtTE! 207
Commodore
64
Architecture
Jim Butterfield, Associate Edilor
Thh i^^iiidcd tour of the new Commodore 64 ijllo-ws yon
a peek inside the computer's structure nnd deiuonstrates
some of its extraordinary features.
Let's build a Commodore 64 - at least in principle.
We'll put the memory elements together and see
how they all fit.
RAM-64K
We start with a full 64K of RAM. That's the
maximum amount of memory that the 6510 chip
can address.
If we stopped at this point, we'd have prob-
lems. First of all, the screen is fed from memory,
but it would contain nonsense. We'll need to put
in two extra things: a video chip, and a character
generator for the video chip to use. Then again,
we have no programs of any sort, and no way to
get them into RAM.
Building It Out
Here's what we will do: we'll add the extra features
we need by piling them on top of RAM. That way,
RAM will be "hidden" - if we look at that part of
memory, we will see the new memory elements.
But we'll include a set of switches which will allow
us to "flip away" the overlaying material and
expose the RAM beneath any time we choose.
More about these later.
Keep in mind: the RAM is still there, but it's
hidden behind the new memory chips.
Input/Output
We'll take the block of memory at hexadecimal
DOOO to DFFF and reserve it for our interface chips.
This includes: two CIA's for timing and input/
output, a SID chip for sound, and a video chip to
deliver a screen to the television set.
About the 6566 video chip: its "registers" are
located at hex DOOO to D02E; these locations control
how the chip works. But when the video chip
needs information to put on the screen, it gets it
208 COMPiriH Januaiv,19e3
directly from RAM memorv. For example, the
usual place for the screen characters is hex 0400 to
07E7. There's a distinction here: we control or
check the chip by using its register addresses, but
the chip gets information from almost anywhere
it likes.
The video chip needs to look at RAM to get
characters for the screen. It also needs to look
somewhere else to get a "picture" of each charac-
ter; this allows it to light up the individual dots,
or "pixels," that make up a character. There needs
to be a table which gives details of each character:
what it looks like, and how to draw it. This table
is called the "Character Base" table; hardware
types may just call it the "character generator,"
We could put this character base table in RAM
and point the video chip to it. In tact, we are likely
to do this if we want to define our own graphics.
But on a standard 64, we'd just as soon have these
characters built in - in other words, we'll put the
character base table into ROM memory.
Now comes the tricky bit. We will put our
ROM character base (it's 4K long when we allow
for both graphics and text) into locations hex DOOO
to DFFF. Wait a minute! We just put our interface
chips there!
No problem. We just pile the memory ele-
ments higher. The ROM character base sits above
the RAM, and then we put the I/O on top. Any
time we peek these locations, we'll see the I/O.
The video chip, by the way, has a special circuit
allowing it to go directly to the ROM character
base, so there's no confusion there.
If you wanted to look at the character ROM,
you'd have to flip it to the top somehow. It turns
out you are allowed to do this: clearing bit two
(mask four) of address one to zero will do the
trick. But be sure you disable the interrupt first,
or you're in serious trouble. After all, the interrupt
routines expect the I/O to be in place. Bit 2 of ad-
dress 0 is called the CHARFN control line.
Let's look at a small part of the character base
- in BASIC! Be sure to do this on a single line, or
as part of a program. First, to turn the interrupt
off and back on again:
POKE 56333,127: : POKE 56333,129
Now, while the interrupt is in force, flip in
the character base:
POKE 56333,127:POKE 1,51: ... POKE l,55:POKE
56333,129
Finally, let's PEEK at part of a character:
POKE 56333,127:POKE 1,51:X = PEEK(53248): POKE
l,55:POKE 56333,129:PRINT X
You should see a value of 60; this is the top of
the "((/ " character. To see its pixels, we would
write it in binary as ..xxxx.. and to see the next
S?SSSSSS^5SSSSS^5SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSJ
ii'-CQiBPU 5Ef\i5Ei:/
VIC-20®
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VIC-1515 Printer 334.95
VIC-1530 Datasette 67.50
VIC-1540 Disk Drive 349.95
VIC-1111 16KRAMEXP 99.95
VIC-1110 8K RAM Exp. 52.50
VIC-1210 3K RAM Exp. 34.95
VIC-1010 Expansion Module 139.95
VIC-1311 Joystick 9.95
VIC-1312 Game Paddles 19.95
VIC-1600 Telephone Modem 99,95
BUSINESS
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(20&64) 15.95
Accounting 29.95
Accounts Receivable 21.95
Calculator 12.95
Order Tracker 18.95
Business Inventory 19.95
Depreciation 10.95
Ratios 9.95
Cash Flow 14.95
Net Worth 14,95
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Mortgage Comp 10,95
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Loan Repayer 10.95
Phone Directory 9.95
Client Tickler 19.95
Estimates & Bids 14.95
Bar Charts 9.95
Stock Ticker Tape 16.95
Regress on VIC-20, 64 16.95
P.E.R.T, MY VIC 15.95
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VIC-20, 64 12.95
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Data Files 14.95
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(Disk) 24.95
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for more versatility,
CARDBOARD 3 $29.95
Economy expansion interface for the VtC-20
CARD "?" CARD/PRINT $79,95
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VIC-20 or CBrvi-64. Use an Epson MX-BO or OKIDATA or
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CARDETTE $39.95
Use any standard cassette player/recorder vvith your
VIC-20 or CBM-64.
CARDRITER $29,95
A light pen with six good programs to use with your VIC-20
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WG102
WG103
WG1D4
WG105
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RE 103
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GAMES FOR ALL
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Hangman 9.
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Tank 17
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Cube 14
Spider from Mars 37.'
Exterminator Plus 19.
3-D Hackman 19.
Snackman 19-
Anti-Matter Splatter 19.
Bombs Away 15
3-D Maze Escape 14
Krazy Kong 14.
Alien Panic 14.
Rescue from Nufon 14.
Escapes 14.
Journey 14.
Invasion 14.
Help Chicken Little 14.
Mole Attack 19.
Car Chase 19.
Blue Meanies 11
Space Math 11
Super Slither 11
Spiders of Mars 11
Cribbage 14.
EDUCATION
Find the Words (20 & 64) S10.
Temperature Converter (20 & 64} ... 9
The Mathamagican (20 & 64) 14,
The Metric Brain (20 & 64) 10.
Money Addition Grades 4th & 5th (20) 9.
My Body - Elementary (20) 9
Graphics (20) 17,
Diagramming Sentences (20) 12
Fraction Reduction (20) 9,
Countries (20) 9,
Spell (20) 9
State Capitols (20) 9
Tutor Math (20) 9
Math Whiz (20) 12
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(316) 6B4-4660
Personal Checks Accepted (Allow 3 Weeks), or C. O D (Add $2 00)
Handling Charges S2.00
• VIC-20 IS a regislered uademark of Commodore, Inc
line of pixels we would repeat the above code
withX = PEEK(53249).
Remember that this is ROM; we can PEEK
but can't POKE. If we wanted a new^ character
set, we would point the video chip to some new
location.
Kernal ROM
To allow the computer to work at all, we must
have an operating system in place. The 64's system
is called the Kernal: it's in ROM, and placed above
RAM at addresses EOOO to FFFF.
We can flip the Kernal away and expose the
RAM beneath by clearing bit one (mask two) of
address one. Be very careful! The computer can't
exist for long without an operating system. Either
put one into the RAM, or be prepared for a crash.
Even if you flip out the Kernal for a moment,
you must be sure to disable the interrupt.' The
interrupt vectors themselves arc in the Kernal; if
the interrupt strikes while the Kernal is flipped
away, we'll have utter confusion.
Flipping out the Kernal automatically flips
out BASIC as well. So hit 1 of address 1, called the
HIMEM control bit, switches out both ROMs. We
can switch BASIC alone, however, bv using bit 0
- the LOMEM control bit.
BASrC ROM
To run BASIC, we have another ROM which is
placed above RAM at addresses AOOO to BFFF.
We may flip it out by clearing bit zero (mask one)
of address one.
This is a very useful thing to do. When a word
processor, spread sheet calculator, or other pro-
gram is in the computer, we may not need BASIC
at all. Flip it away, and we have extra memory for
our program.
Do Your Own BASIC
We can do even more. If we copy BASIC - care-
fully! - from its ROM into the RAM behind it, we
can get BASIC-in-RAM ... a BASIC we can change
to meet our own needs.
Let's do this, just to show how. Write the
following program into your Commodore 64:
100 FOR J = 40960 TO
110 POKE J , PEEK (J)
120 NEXT J
49151
Run the program. It will take a minute or so.
While it's running, let's talk about that curious
line no. What's the point in POKEing a value
into memory identical to what's already there?
Here's the secret: when we PEEK, we see the
BASIC ROM; but when we POKE, we store infor-
mation into the RAM beneath.
210 COMPUTI! jQnuory,19e3
The program should say READY; now we
have made a copy of BASIC in the corresponding
RAM. Flip the ROM away with POKE 1,54. If the
cursor is still flashing, we're there. BASIC is now
in RAM. How can we prove this?
Let's try to fix one of my pet peeves (PET
peeves?). Whenever I try to take the ASC value of
a null string, BASIC refuses. Try it:
PRINT ASC<" ")
.. will yield an 7ILLEGAL QUANTITY ERROR.
Now, it's my fixation that you should be able
to take the ASCII value of a null string, and have
BASIC give you a value of zero. (Don't ask why;
that would take a couple more pages). By peering
inside BASIC, 1 have established that the situation
can be changed by modifying the contents of ad-
dress 46991 . There is usually a value of eight there.
Normally, we couldn't change it: it's in ROM. But
now BASIC is in RAM, and we'll change the ASC
function slightly by:
POKE 46991,5
Now try PRINT ASC(" "); it will print a value
of zero. In every other way, BASIC is exactly the
same.
Just for fun: you can change some of BASIC'S
keywords or error message to create your own
style of machine. For example, POKE 41122,69
changes the FOR keyword ... vou must type the
new keyword to get'^the FOR action. Say LIST and
see how line 100 has changed. Alternatively,
POKE 41230,85; now vou must sav LUST instead
of LIST.
You may go back to ROM BASIC at any time
with a POKE 1,55.
Combination Switch
When we use the HIMEM control to flip out
the Kernal, BASIC ROM is also removed. Is there
any point in flipping both HIMEM and LOMEM?
If you do, the I/O and character generator also
disappear, giving you a solid 64K of RAM. You
can't talk to anybody, since you have no I/O ...
but you can do it.
We have named three control lines: CHA-
REN, which flips I/O with the character base;
HIRAM, which flips out Kernal and BASIC ROMs;
and LORAM, which controls BASIC. In my mem-
ory maps (COMPUTE' #29, October 1982), I've
called them D-ROM switch, EF-RAM switch, and
AB-RAM switch in an attempt to make them more
descriptive.
But there are two other control lines, and
your program cannot get to them. They are called
EXROM and GAME and may be changed only by
plugging a cartridge into the expansion slot. When
these lines are switched by appropriate wiring
CARDBOARD 6
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more versatility.
CARDBOARDS
$29.95
Economy expansion interface tor
the VIC-20
CARD "?" CARD/PRINT
$79.95
Universal Centronics Parallel Printer
Interface for the VIC-20 or GBM-64
Use an Epson MX-80 or OKIDATA or
TANDY or |ust about any other.
CARDETTE
$39.95
Use any standard cassette player/re-
corder with your VIC-20 or C8M-64
CARDRITER
$29.95
A light pen with six good programs to
use with your VIG-20 or CBM-64
Prices subieci to criange,
TO ORDER: P O BOX 18765
WICHITA. KS 67218
(316) 684-4660
Personal Checks Accepled (Allow 3 Weeks]
r CO D [AOd S2) Handling Charges 52 00
COMPUTE!
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^^/ I jL^ machine. California residents add 6% sales tax.
software ^^ «. caii {415)
P.O. Box 4742 • Walnut Creek, CA 94596 HP «1S1 943-7877
•VIC 20 and COMMODORE 64 are irademarks of Commoaore Business Machines.
VIC-20-
COMMODOITE
COMMODORE
64®*
ADVENTURES*
h(!st iuKiMiluri:^ ill liio
prices! C;nnlri)lli:d Irfim
I'hii
bfi.sl
Ihe kfivl'nnrd.
TREASURES OF
THE BAT CAVE SH.S5
Fxplnrd llli: .incifiri! i:iiv(!s
fillL'd Willi Iruiisurns niul
Huardod hy clradly vaniphi?
hats. The rciilislic 3-D dis-
play hring.s tuit your clniis-
Iraphobii). Machino codn
Itjr fnst !i[;tion; kRvboard or
joystick. Ovi^r fixlO^a dif-
fiircnl cavns lo *;.\[ik]r<!!
GRAVE ROBBERS' $14.95
Intrntlucinp; the fir5lGR.-\PHIC
An\'i:,\TUKF, ever iivjiiliihlfi
on Ihi; VIC-20! Ex[>liiri; nil old
rl«sHri<id finiveyrsrd. Arluiilly
SHH Ihi- p<!rils thiit 111! hoynnd.
ADVENTURE PACK V
|3 Projir.nns) S14.95
MOON BASE ALPHA—
Diislrny Ihu' ni(!t«or Ihal is rac-
iiiji lowarfis your biisi;.
CO.NiPUTER ADVEN'TURE-
Re-]i\"0 Uio excilemeiit vi get-
ting your first computer.
B!C HAD WOLF-I5(>n'(
the Willi gutjbic you up.
let
ENCODER S14.9.'i
l.Jsfi your VIC to kuup pryiii;^
4:ytts cnvay irum your pnr-
soni^l nuiMurs. Encncier usiis
ynur password to .scranihlti
whalRvsir you slore in tlii]
iiiinipijinr: hank iictmuril
numbtTS. hiuisohold invdii-
lory, whuTi! yuu hid Ihu
jewelry. Thn scrambled data
can he saviKl. or relritn-ud
frnm liipii. ,\ ai> minute lapR
holds approxiniiilely 120 dou-
ble spaced lypeci shuols.
Keep a copy in your safely
deposit htix.
■ONLY ADVENTURES ARE AVAILABLE FOR THE COMMODORE 64
ADVENTURE PACK If
|:i l'rll^r,■ims) S14.95
APKICAN KSCAPK-Find
your way oft the i:n]itinent
after 5ur\'iving a plane erash.
HO-SPITAL ADVENTURE—
VVriltnii hy n medical tiuclor.
Don't check inlo this hns])ita]!
HO.MH THKEAT-Cel hack !o
lown in time to warn the
bomb sipiiid of (he hoinb,
ANNIHILATOR $19.95
Protect your planet againsl
huslile aliens in this
diif(!ndBr-lik(! ^'im''- All
niachinil cude lor fast ar-
cade action. ] o y s I i c k
r(:tiuir<;d.
KONGO KONG $19.95
Climb ladders: avoid barrels
the crazy .ipf! is rolling at
yoti. Rescue the damsel. Par-
tially machint! code Fur
smoolh, tasi action. Key-
buaril nr joystick.
Send for free catalog
.^11 proj^rams tit in the standard
VIC memory. Hiiti nome on
ca&stilte tape.
Ordering— fU'dHB add St. 50
[Kista^c & handling |>er order.
f^A residents add t)% sales tax.
Foreign orders must be drawn
in U.S. funds or use
credil card.
Credit card nsers— include
anmber and expiration date.
VICTORY SOFTWARE CORP.
2027-A S.J. RUSSELL CIRCLE
ELKINS HARK. PA 19117
(215) 576-5625
Januorv.19fl3 COMPUni 211
inside the cartridge, the memory map changes
once again.
But that's another story.
For the first time, the machine's architecture
is at your disposal. If you don't like BASIC, throw
it out and replace it with your own. The same is
true of the Kernal operating system; it's accessible
or replaceable.
New horizons are opening. We'll need to do
a lot of traveling to reach them.
Commodore 64 Memory
Addresses shown in hexadecimal.
I I I/O
I . I ROM
I I RAM
Warp
Your VIC-20 Will Smile . .
mm
Volume Three
Pilot a spaceship on a hazardous Journey.
A fast-paced game that will keep you
coming back for more.
(Needs joystick. Works on a 5K VlC-20.)
Rail
You are the chief engineer in this
tricky train yard. You control twelve
switches, and up to eight trains.
(Needs 3K or 8K RAM memory board.)
Fifteen
VIC-20*
GAMES
Cartridge:
Spiders of Mars $40.00
Outworld 40.00
Cloud Burst 32.00
Alien Blitz 32,00
Renaissance 40.00
Amok 32.00
Meteor Run 40.00
Sats & Mets 40.00
Skibbereen 32.00
Cassette:
Simon $12,00
Amok 20.00
Subchose 20.00
Alien Blitz 20.00
The Alien 20.00
3-D Maze 12.00
Raceway 12.00
Kosmic Kamikaze 20.00
Super Driver 15.00
The classic puzzle; try to arrange
IS numbered tiles within a 4x4 grid.
(Needs joystick. Works on a 5K VIC -20.}
The VIXEL #3 cassette costs only S12.95 in the US.
Foreign orders add S3. 00 for shipping. California
residents add 6<7f tax. Visa and MasterCard welcome.
TheCodeWorks
Box 550, Goleta, CA 93116 805/683-1585
SOFTWARE
Business:
ViCalc . .
ViCat ...
ViCheck
ViTerm A
'VIC 20 & Connmcx3or&-6^
are registered trademarks
of Commodore Business
Machines
"Prices and Availability
Subiect to Change
Without Notice
$12.00
. 20.00
. 20.00
. 16,00
S20.00
, 12.00
. 16.00
$72.00
150.00
X VlC-20'
S5,G0
A comprehensive overview of virtuoll/ all
hardwofe and soflwore items currently available
for the VIC-20' * +
Educational:
Skymoth
Space Div
Super Hangman
Hardware:
Buti-3K ROM
Spokesman
Voice Synthesizer for (CommodOre-64 '
VIC-STUFF
ALL ORDERS ADD S2.00 SHIPPING
California Residents Add 6% Sales Tax / Dealers Please Inquire
TO ORDER SEND CHECK OR MONEY ORDER TO:
MOOSEWARE INCORPORATED
Post Office Box 17868, Irvine, California 92713
WRITE FOR FREE BROCHURE & ASK ABOUT THE MOOSE CLUB.
:CLUB MEMBERS RECEIVE SPECIAL DISCOUNTS ON ALL PRODUCTS SOLD.-
212 COMPUni January, 1983
VIC Pencil
Ken Bowd, Huntsville, Ontario
This High Resolution Drawing Program will run
on a 5K VIC with IK in reserve. When the RUN
command is given, the screen will tLirn black
(POKE 36879,8). You will have to allow a few sec-
onds for the VIC to execute the loops. Hit the
"D" kev, and one pixel will light on the screen;
hitting "E" will extinguish it.
The pencil can be moved either continuously
or one pixel at a time. The continuous movement
is controlled by the function keys, while single-
pixel writing is done with the "," "." "<" ">" and
cursor control keys. The pencil will write left,
right, up, or down, as well as in four directions
diagonally. The "S" key stops all movement of
the pencil. It is also possible to move the pencil
without writing by hitting the "M" key.
Pencil Control
Single Pixel Drawing
Cursor
up
Cursor
left
Cursor
right
(comma) * (period)
Cursor
down
Continuous Drawing
You can clear home or clear the screen by
using standard VIC operating procedures. Line
50 reserves some memory from BASIC; line 60
tells the VIC to go to RAM location 7168 for de-
scription of characters. Line 70 clears our reserved
memory, and line 80 turns the screen black and
clears the screen. Lines 100 through 120 set up a
mini screen.
Line 130 is the beginning of the main program.
It asks the operator for instructions, and from this
point down to line 380 the values of X and Y are
assigned according to what character was "gotten"
from the keyboard. Lines 390 to 420 check to make
sure the pencil is on the screen. On down to line
490 the proper bit is selected, and the proper POKE
is made to either turn the bit on or turn it off.
Although this is really a novelty program,
the kids will probably enjoy drawing on the com-
puter. You will also find after a little practice that
it is possible to draw arcs and curves. It should be
noted that, although you can't draw on the entire
screen, you can address 4096 different spots as
compared to the usual 506.
n
50
60
70
80
90
100
110
120
130
140
150
160
170
180
190
200
210
220
230
240
250
P0KE56,24:POKE52,24
POKE36869,255
FORI=7168TO7679:POKEI,0:NEXT
POKE36 87 9,8:PRINTCHR$ (147}
FORI=7 6 8 0TO8191:POKEI,160:NEXTI
FORL=0TO7 :FORM=0TO7
POKE7 8 41+M*2 2+L,L*8+M
NEXT: NEXT
GETB$
IFB$="D"THENC$="D"
IFB$="E"THENC$="E"
IFBS="M"THENC$="M"
IFB$=" {HOME}"THENX=0:Y=0
IFB$="S"THENA$=""
IFB$="{F1}"0RB$-"{F2}"0RB$="{F
3}"ORB$="{F4}"ORB$="{F5}
"0RB$="{F6}"0RB$="
{F7}"ORB$="{F8}"THENA$=B$
IFB$=" {CLEAR}"THEN220
GOTO230
FORI=7168T0767 9:POKEI ,0:NEXT
IFB$=" {RIGHT} "THENX=X+1
IFB$=" {LEFT}"THENX=X-1
IFB$=" (UP}"THENY=Y-1
January. 1933 COMPini! 213
260 IFB$="{D0WN}"THENY=Y+1
270 IFB$=" ,"THENX=X-1:Y=Y+1
280 IFB$="<"THENX=X-1:Y=Y-1
290 IFB$=" . "THENX=X+1:Y=Y+1
300 IFB$=">"THENX=X+1:Y=Y-1
310 IFA$="{F1}"THENX=X+1
320 IFA$-"{F3}"THENY=Y+1
330 IFA$="{F5}"THENX=X-1
340 IFA$="{F7}"THENY=Y-1
350 IFA$="{F2]"THENX=X+1:Y-Y+1
360 IFA$="{F4}"THENX=X-1:Y=Y+1
370 IFA$ = "{F6}"THENX = X-l:Y = Y-.l
380 IFA$="{F8}"THENX-X+1:Y=Y-1
390 IFX<OTHENX=0
400 IFX>62THENX=62
410 IFY<OTHENY=0
420 IFY>62THENY=62
430 CH=INTfX/8) *8+INT (Y/8)
4"40 R0= (Y/8-INT (Y/B) ) *8
450 BY=7169+8*CH+RO
460 BI=7-(X-(INT(X/8)*8) )
4 70 IFC$="D"THENP0KEBY,PEEK(BY)OR
(2TBI)
48 0 IFC$="M"THENPOKEBY,0ORPEEK(BY)
490 IFC$="E"THENPOKEBY,0
500 GOTO130 ri^
RINGS or °
SATURN
PILOT THE SCOOP SHfP VOYGER
INTO THE RINGS Of^^^ATURN TO
BECOME A MULTWflLLlONAIRE
CALM^
« (408) 758-1751.
m I L
D. SMITH S CO.
1164 ANDOVER DR.
SUNNYVALE, CAL.
94087
VISA S MASTERCARD WELCOME
ONLY $ 19.95
FOR THE UNEXPANDED VIC-20
EXPAND
YOUR VIC-20
for only
S5995
THIS NEW
CARTRIDGE
EXPANDER BOARD
PLUGS INTO THE SINGLE EXPANSION PORT
OF THE VIC-20, AND PROVIDES THREE
SWITCHED EXPANSION PORTS FOR SELEC-
TIVE OR SIMULTANEOUS USE OF ANY VIC-20
CARTRIDGES. ADD MEMORY, PROGRAMMERS
AID, SUPER EXPANDER. GAMES. WORD
PROCESSOR, OR WHATEVER YOU CHOOSE.
SEE YOUR DEALER OR ORDER FROM:
^
(801)487-6266
PRECISION TECHNOLOGY, INC
COMPUTER PRODUCTS DIV
2970 RICHARDS ST.
SALT LAKE CITY. UTAH 84115
COD
VISA
M'C
SIMULATIVE STRATEGY GAMES
VlC»20 .NO JOYSTICKS HEKUWED
AT THE TRACK: Horserace gambling gsme for 1 to 4 players VIC gives odds. You bet to
liin. place and show Ill 95
SKY PILOTS (aual. Jan 1 9831: Pilol a WWI Biplane. Over 10 Allied and German almafl lo
choose fToiti SI 1.95
DUNGEONS OF KAL: A fanlasy adventure in Ihe realm of the Eiril Two- Headed Ruler Kal
Not for the tiriid at heattl I11.9S
STAR DEFENDER: Protect your Star Systems Irom the Alien Invasion, Over 15 separate
Starshjp commands! $11.95
CONVOY ffAID£ff;Seek out and destroy the enemy merchant fleet Commands Include
SONAR. PERISCOPE, TORPEDO and more! _ »11.95
BOXEJfS CORNER: Unique stmulalion allows you to iiietch great fighters on your VIC. Pick
ring str^legy Killings included 111.95
CONVOY ESCORT: Escort your fleet to safety. Commands include SONAR. FORMATION
SUB TRACK and more! »11.95
COMPUTER BASEBALL: Use real life slats as you field a team against your VIC. Gives
unique options for batters and pilchers $ 1 1 .95
FOOTBALL CHALLENGE (8K expander req.l Manage on NFL team against Vic or an
opponent. All 1981 NFL teams included!. 1 14.95
GALACTIC CONQUEST I8K expander «rq. J by Scoll Jensen, interactive strategy game (or 1
lo 6 players , A classtc struggle for CKlstencet 1 15.95
All Pro-ams On Cassette No Memory Expansion Required Unless Specified
Send check or money order plus $1,50 postage and handing to
P,H. Software, P.O. Box 169. Souih S*n FranciKo. CA 94080
Calif Res add 6% sales tax
Dealer Ina. Inviled ' Programmers so-Mhl VIC ii a req T M. of CBM
EXPANDED VIC-20
SOFTWARE
^*SPRCE i;HRLLflHi]iE : R sPace adventure-
SBSa. diff er^ence^ior ISk e-xPandsd vie
^WDUNGOH OF RRITHflR : a/i educ3.tiorial 3.0V
S^for kids, of .3 1' 3,=i6-3.,3k exP.3.ride-d vie
SSi.*-SCl CRL^Science calculator with all
^fanctlomsj tri9. metric coinv...8 rrrerfl'jriis.
^s3k exPsrici^r fi^s.aed
S^*C.iDLOR T.V. TEST & SETUP: all color
S^test Patterns vii??i3ca to aetuP color n
^CQTiverSeTice-.' no e-xPa^der Tieeded
ij i th ag
"it '.'.re
S»
iRU
itjPe
Arc- S9.95ec.or ai-iy t'JO tor 3:12.93 oii* ^g
.Pi*=-asc add 75ce-rit3, Postage- £ ha-ridliiri9 ^^
MORRIS £;CiF^TWFiRrl:E ®«
ffi-!
S V^QRS MV
•^ . .p
Sg
SS'lS!5~i32iSl
214 COMPUTE! Januorv. 1983
(Fantastic!!)
VIC-20 COMPUTER WILL PLAY
ATARI GAMES CARTRIDGES
when you plug in our
GAME LOADER!
Wow!! Now you can play all Atari game cartridges on your "VIC-20 Computer." Atari
VCS cartridge video games, Activision, Imagic, M-Network cartridges will all play on your
"VIC-20 Computer, " when you use our new "GAME LOADER" plus you get fantastic
VIC-20 sound and graphics.
LIST PRICE S99. 00 SALE $79.00 "15 DAY FREE TRIAL"
• We have the lowest VIC-20 prices
• We have over 500 programs
• Visa — Mastercharge — C.O.D.
We love our customers!
ENTERPRIZES (factory direcd
BOX 550, BARRINGTON, ILLINOIS 60010
Phon* 312/382-5244 to order
VIC-20
FROM TRONIX
GALACTIC BLITZ
Destroy the aliens ttial descend
in 15 different attaci< patterns.
Super fast action arcade game.
Mactiine Language - Joystick
Cassette S24.95
SOFTWARE
SPECIALS
FREE
GAME
See
Below
From (nteresling Sottware
Bnng ihe fun oi the shooting gaJlery into youi
own home wth Quackefs!
Cassette S12.95
FROM TRONIX
SIDEWINDER
Maneuver your
chopper lo deslroy
and avoid vahaus
attacking space
beir\gs, 8K Ram
Eup- Heq
Machine Language ■
Joystick
Cassette $2995
VIC-20
DUST COVERS - $7.95
For Vic-20 01 Vic-64
■ Walerprool
' Brown Color
' Commodore Logo
Protect your investment!
FROM
MARTIAN
SOFTWARE
SWARM!
Anottier fast action game wntten
entirely in macfiine language from
Tronix. Insects invade your Vic!
Cassette $29,95
STAR COMMAND
■ tnlergalaciic Combat! ' Space Conflict
' Ail Maclnine Language
Cassette St695
WICO
JOYSTICKS
Regular or Famous Red Ball
Backed by a 1 year Warranty, these are ttie
best joysticks we tiave seen for ttte Vic-20 or
Atari. Now priced at $27.50.
Here's
Where
To Order!
INTERESTING SOFTWARE
21101 S Hatvard Blvd., Torrance. CA 90501
(213) 328-9422
VisafMC/Cfredc/Money Order Add $2.IX) Postage & Handling
CA resKlents add appropriate sales tax Dealer Iriquirers Invited
Write lor free Catalog
HOLIDAY SPECIAL OrOers rKenad iKlwe Jan 1. 1983 recerre tree ■Hadet lank Ganw"
Atari's
Exponents
Matt Giwer, Annondaie, VA
The exponential operator, - , performs a very stan-
dard mathematical function, although if you are
not familiar with mathematics you may not be
aware of its potential. Also, there is another byte-
saving use that 1 will save for the end.
The key to making full use of " is to realize
that in mathematical notation the square root of
four is the same as four to the one-half power. In
BASIC you can write either SQR(4) or4-(l/2). So
what good is that? Well, you might want to do a
cube root, which would be 8-(l/3). Get the idea?
Not believing that this works, you might have
tried this by now and have noticed that the
machine insists that 4'^(]/2) is not 2 but rather
1.998... something. It seems strange to accept a
wrong answer from a very slow function.
To correct for this inaccuracy, we simply write
the instruction INT (4-(l/2) -f- 0.01), and this will
return the number 2. In return for this inaccuracy
we get the ability to calculate very unusual powers
and roots. The above could have been written 4^
0.5 and the same answer returned. Also we could
just as easily have written 4'^0.4321 or 2-2.223 and
have gotten an answer correct enough for many
calculations. Also, those complex problems such
as two to the five-thirds power 2^(5/3) can be
calculated with ease. So not only can we do the
more common cube roots by using" (1/3), but we
can now also do an entire range of mathematical
functions.
It is not only faster but more accurate to write
2*2 rather than 2^2. If we are not doing mathema-
tics, how do we make use of this? How about
instead of writing a byte-consuming timing loop
for a beep, we simplv write A = 1^1? If the beep
should last longer, then there is always A = 1 -l-
l-l^l'-l, etc. It takes quite a while before this
simple statement equals the number of bvtes con-
sumed by a timing loop. Thus the major drawback
to more frequent use of - can be turned to our
advantage. ©
COMPUTE!
The Resource.
Use the handy
reader service cards
in the back of the
magazine for
information on products
advertised in COMPUTE!
ATARI®
Cartridge
Storage Case
is ideal for anyone.
So don't wait
for the attractive
8 Cartridge
Storage System
$15.95
by Data Faire
Hfre is u'haf vou luve
been looking for
ASTRO
t .In you thnii^f .inv ni ihr planL'liiul-. in luir
^I'Lir s\>lfm *ind l.ind on i(? Chous*' .tn\' ot llu-
pLiiiL'ts iir the Lirgt- miKm^ tind tr\ Ui Imd
s.ifi'ly. L.ich oni' ha^ il's (twn dt'^cnptioil iiini
^r.t\'il.iliiin.jl pull .ind is .1 simul.iticn iti .in .u
lu.1l I.! miin,;, Al.iri 1:K. IJisk <.ln.<<=;
DATA FAIRE
1614 SPEYER
REDONDO BEACH, CA 90278
(213)374-8743
(213)379-5798
DEALER INQUIRIES INVITED
Aliiri' is .1 rf);t^(i'ri'il lr.KU-ni.lfi.iir Ai.ui, hu
t'l KASF. ADDS:.iXlSlllJ'fl\(.l-lll;MAll OKDIUS f 11 1> ORn|-|;S .\( n 1-1111
RAM
For ATARI
48K RAM BOARD FOR THE 400
with Lifetime Warranty
• Highest quality available
• Reduces power consumption
• Reduces tieat
48K Board (4ooi $175
32K Board (400/800} $ 90
16K Board (^oo) $ qq
FREE SHIPPING ANYWHERE IN U.S.A.
Intec
PERIPHERALS
Corp
906 E. Highland Ave.
San Bernardino. CA 92404
;^ (714)881-1533 ^
ATARI. 400. BOO are Trademarks of ATARI. Inc
216 COMPUTE! January. 1983
(Fantastic!!) '
VIC-20 COMPUTER WILL PLAY
ATARI GAMES CARTRIDGES
when you plug in our
GAME LOADER!
Wow!! Now you can play all Atari game cartridges on your "VlC-20 Computer." Atari
VCS cdfiridge video games, Activision. Imagic, M-Network cartridges will all play on your
"VIC-20 Computer." when you use our new "GAME LOADER" plus you get fantastic
VlC-20 sound and graphics.
LIST PRICE $99.00 SALE $79,00 "15 DAY FREE TRIAL"
• We have the lowest VIC-20 prices
• We have over 500 programs
• Visa — Mastercharge — C.O.D,
• We love our customers!
ENTERPRIZES <f actory direcd
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/382-5244 to ordtr
VIC-20
FROM TBONIX
GALACTIC BLITZ
Destroy the aliens ttiat descend
in 15 different attack patterns.
Super fast action arcade game.
Machine Language - Joystick
Cassette $24.95
SOFTWARE
SPECIALS
FREE
GAME
See
Below
Ffom InTeresting Software
Bring Ihe lur ol Ihe sNxjIing gallery mto your
Own home wilh Ouackers!
Cassette S1295
FROM TRONIX
SIDEWINDER
Maneuver yotir
chopper to destfoy
and avoid various
atlacking space
beings. SK Ram
Exp, Req.
Machine Language -
Joystick
Cassette %2S.9S
VIC-20
DUST COVERS - $7,95
For Vic-20 or Vic-64
■ Waler proof
■ Brown Color
' Commodore Logo
Protect your inveslmenl'
FROM
MARTIAN
SWARM!
Another fast action game written
entirely in macfiine language from
Tronix. Insects invade your Vic!
Cassette
$29.95
STAR COMMAND
' Intergalactic Combat! ' Space Conflict
" All Mactirne Language
Cassette S16.95
WICO
JOYSTICKS
Regular or Famous Red Ball
Backed by a 1 year Warranty, tftese are the
t>est joysticks we have seen tor ttie Vic-20 or
Atari. Now priced at $27.50.
Here's
Where
To Order!
_^-* INTERESTING SOFTWARE
' P 21101 S. Harvard Blvd., Torrance, CA 90501
(213) 328-9422
Visa/MC/Ctieck/Money Order Add $2.00 Postage 8 Handling
CA residents add appropriate sales lax Dealer Inqmrers Invited
Write lor tree Catalog
HOUDA Y SPECIAL -Orden received belore Jan 1 , 1 983 receive Tree "Rader Tar* Game"
Atari's
Exponents
Matt Giwer, Annandale. VA
The exponential operator, -, performs a very stan-
dard mathematical function, although if you are
not familiar with mathematics you may not be
aware of its potential. Alsti, there is another byte-
saving use that 1 will save for the end.
The key to making full use of'- is to realize
that in mathematical notation the square root of
four is the same as four to the one-half power. In
BASIC you can write either SQR(4) or4-(l/2). So
what good is that? Well, you might want to do a
cube root, which would be 8-(l/3). Get the idea?
Not believing that this works, you might have
tried this by now and have noticed that the
machine insists that 4^(1/2) is not 2 but rather
1,998... something. It seems strange to accept a
wrong answer from a very slow function.
To correct for this inaccuracy, we simply write
the instruction INT (4'-(l/2) + 0.01), and this will
return the number 2. In return for this inaccuracy
we get the ability to calculate very unusual powers
and roots. The above could have been written 4-
0.5 and the same answer returned. Also we could
just as easily have written 4^0.4321 or 2-^2.223 and
have gotten an answer correct enough for many
calculations. Also, those complex problems such
as two to the five-thirds power 2^(5/3) can be
calculated with ease. So not only can we do the
more common cube roots by using'- (1/3), but we
can now also do an entire range of mathematical
functions.
It is not only faster but more accurate to write
2*2 rather than 2-^2. If we are not doing mathema-
tics, how do we make use of this? How about
instead of writing a byte-consuming timing loop
for a beep, we simply write A = 1-1 ? If the beep
should last longer, then there is alwavs A = 1 -1*
I'-l'^l'-l, etc. It takes quite a while before this
simple statement equals the number of bvtes con-
sumed by a timing loop. Thus the major drawback
to more frequent use of " can be turned to our
advantage. ©
COMPUTE!
The Resource,
Use the handy
reader service cards
in the back of the
magazine for
inforrr^ation on products
advertised in COMPUTEi
an
ATARI®
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ATARI. 400. 800 are Trademarks of ATARI, Inc.
216 COHPUIE jQnuarv.1983
VIC Personal Accountant
Peter Mendoll, Monmouth, ME
Much ado is luade about IRA accounts these dai/s. Can
i/ou really be a iiiillioiiairc, or is this a fantasy even less
real than an eight-color printer for your home computer?
For unexpandcd or expanded VICs.
Here is a program with a four-option menu which
demonstrates the growth power of an exponential
function. This is especially true if it is non-taxed
money!
Remember that IRA money will be taxed
sometime and carries a penalty for early with-
drawal. However, a 10% one-time "linear" de-
duction can be offset by an investment com-
pounded exponentially.
This program will provide you with instan-
taneous delight at the thought of investing ten
dollars out of your weekly pay check for 40 years
{if you are 25 or younger).
Option one gives you the future value of your
choice of payment, interest rate, and payment
per year. Option two gives you the payment
needed for your choice of future value. The third
option prints a table showing how quickly you
can multiply your money by factors of two through
ten given your interest rate and the frequency it is
compounded. The fourth option shows what hap-
pens to a one-time investment under compounded
interest.
1 REM PETER MENDALL
2 REM NO. MAIN ST
3 REM MONMOUTH, ME
5 PRINT" {CLEAR5
10 REM: COMPOUND INTEREST
15 PRINT" {CLEAR}
20 P=PM=I=N=0
30 PRINT"COMP INTEREST MENU"
3 5 PRINT
40 PRINT" <1>FUT VAL:REG DEP"
45 PRINT
50 PRINT" <2> REG PMT FOR PUT VAL"
55 PRINT
60 PRINT" <3>C0MP0UNDING TIME"
65 PRINT
70 PRINT" <4>FUT VAL: SINGLE DEP"
80 PRINT
85 PRINT"<5>END"
92 PRINT
95 PRINT"MENU CHOICE";
97 INPUT X
100 REM PROGRAM
110 ON X GOTO 1000,2000,3000,4000,10000
230 FOR W=2TO10
1000 REM FUTURE VAL
1005 PRINT"{CLEAR5
1010 P=PM=I=N=0
1100 PRINT"P=# OF PER/YR:P=";
1102 INPUT P
1105 PRINT
1110 PRINT"PM=PMT/PER:PM=";
1112 INPUT PM
1115 PRINT
1120 PRINT"I=RATE/YR: ( .XX) " r
1122 INPUT"I=";I
1125 PRINT
1130 PRINT"N=# OF YR:N=";
1132 INPUT N
1135 PRINT
1140 PRINT" IS INPUT OK? Y OR N"
1145 PRINT
1150 GET A$
1160 IF A$="" GOTO 1150
1170 IF A$="N" THEN 1000
1200 REM CALC l/PER=IR
1210 IR=( (1+I)T(1/P}-1)
1220 N=N*P
1300 REM CALC FUT VAL=FV
1310 FV=(PM*( ( (1+IR)TN-1)/IR) )
1320 FV=(INT( (FV+.005)*100) )/100
1400 .REM PRINT FUT VAL
1410 PRINT"# PER",N
1415 PRINT"PMT" ,PM
1420 PRINT"I/YR" , I
1425 PRINT"FV",FV
1430 PRINT
1440 PRINT" <1>FV <2>MAIN MENU"
1450 GET X
1460 IF X=0 GOTO 1450
1470 ON X GOTO 1000,5
FOX 20: ""The magazine for *VIC-20 users
c
FOX 20will provide you, each fnorilh,with 5 Of more ready- i982
to-run programs on cassette- exciting, imaginative
game, educational, and utility programs (or all VIC
memory configurations. In addition, you will re-
ceive Foxtates, an informative Video Newsletter,
on Side 2. Novice and pro alike, FOX 20 is the
magazine for you, Be a sly little fox for only $43 a
year -Subscribe to:
FOX 20: "
P.O. Box 507, Deer Park. Texas 77536
FOX 20 is a division of: Foxfire Systems, Inc.
381 1 Newton, Pasadena, Texas 77503
Dealer Inquiries Invited (713) 473-6723
Texas residents add 5% Sales Tax
Canada and overseas $53
Orders pre-paid
U.S. Dollars only
*VtC-2Q is a trademark of Commodore Business Mactiines, Inc.
jQnuory. 1983 COMPUTll 217
^F2i
commodore VIC-20"' CompUtef
VIC'S MOM— MOTHER BOARD EXPANDER
Expand your vie to full limit:
provisions (or swilcries in board
VIC-20 to IEEE-488 Interlace
allows VIC 10 use PET/CBM Peripherals
CHARACTER BUILDER—
UTILITY AID
will save and load Irom dFsk or lape
design your own CUSTOM
CHARACTERS
use wiiri any memarv
conliguralton $25.00
RS-232 bi-directional
INCLUDES SECOND
JOY STICK POR" $40-00
■NEW-SECOND JOY
STICK PORT $20,00
3 slot S39.95
with switches $45.95
$79.95
ROM EXPANSION
BOARD
put your own programs on 2K
OF 4K EPROMS
we can pjl your prografri in ROM-
call ior into $19.50
8K RAM BOARD
can be daisy chained
to fOLjr
4K RAM BOARD
VIC DUST COVER
protect your viC
Moste<Ujrd
NEW CARTRIDGE VIDEO GAMES FROM MACHINE
LANGUAGE, INC.-SUPER FAST"COLORFUL
AVAILABLE THRU OEM, INC S25.00
TWO PLAYER GAMES
CLOSE ENCOUNTERS OF THE WORST KIND • BLACK JACK
ACID RAIN • BLOCK BUSTER • DOT GOBBLER • FROGMAN
SPIN TCI OS • CHESS
we need good new machine language games - royalty paid
CALL FOR DETAILS
Compleiair Tested. 100% Guaranmed
S49.95
$39.95
S 12-95
V/1
Dealer inquiries invited
order from OEM Inc
2729 South U.S. S1
TO ORDER CALL 305—464-7549 FL Pierce, Florida 33450
Personal crieclss accepted, allow time lo clear— add $2 lor shipping— add $5 (or COD
Ronda residents add 5% stale sales i;i>— Master Card & Visa add 6%
^commodore j^
^VIC20 $176
16K RAM $ 69
MEMORY EXPANSION
VIC 1540 DISC DRIVE $299.95
VIC 1530 DATASSETTE $ 64.95
VIC 1515 GRAPHIC PRINTER $299.00
VIC 1213 MACHINE LANGUAGE MONITOR $ 43.00
4 SLOT FULLY BUFFERED EXTENDER $ 59.95
VIC MODEM $ 89.95
8K RAM MEMORY EXPANSION $ 39.95
2Kx8 STATIC RAM CHIPS (200 nseC) QTY ea. $ 7.95
ORDER FORM
NAME
STREET .
CITY
STATE_
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,ZIP_
U.S. TECHNOLOGIES
P.O. Box 7735
San Diego, CA 92107
(619) 224-8016
WE WILL NOT BE UNDERSOLD!
(Circle Above Items) CHECK ONE:
D VISA D MASTERCARD
D Check Enclosed O C.O.D.
Credit Card #
Expiration Date
Add 3% Shipping Charge.
COD'S add $1 .50 plus 20% Deposit
Required CA Res. 6% Tax
Credit Cards add 3%
Personal checks accepted
[Allow 3 weeks extra]
DEALERS: REDUCED
PRICES OFFERED ON
LARGER ORDERS
CALL FOR DETAILS
■Tra<3emark, of Commodore
2000
REM PMT FOR FUT VAL
2010
PM=FV=IR=N=P=I=0
2020
PRINT"{CLEAR}
2100
PRINT"FV=TOT AMT
DESIRED"
2110
INPUT"FV=" rFV
2115
PRINT
2120
PRINT" I=INT/YR: ( . XX ) " ;
2130
INPUT"I=" ;I
2135
PRINT
2140
PRINT"N=# OF YR:N=";
2150
INPUT N
2155
PRINT
2160
PRINT" P=#PMTS/YR:P="r
2170
INPUT P
2175
PRINT
2180
PRINT" INPUT OK? Y OR N"
2185
GET A$
2190
IF A$="" THEN 2185
2195
IF A$="N" THEN 2000
2200
REM CALC l/PER=IR
2210
IR=((1+I)T(1/P)-])
2220
N=P*N
2300
REM CALC PMT FOR FV
2310
PM=( (FV*IR)/( (l+IR)
TN-D)
2320
PM=( (INT( {PM+.005)
*100))/100)
2400
REM PRINT PM
2410
PRINT '■FV",FV
2415
PRINT"#/Y",P
2420
PRINT "I", I
2425
PRINT"PMT",PM
2430
PRINT"<1>PMT<2>MAIN
MENU"
2440
GET X
2450
IF X=0 THEN 2440
2460
ON X GOTO 2000,5
3000
REM COMPOUNDING TIME
3003
DIM A(12)
3010
P=I=IR=N=0
3030
PRINT" {CLEAR}
3100
PRINT"COMPOUNDING TIME"
3105
PRINT
3110
PRINT" I = INT/Y:( .XX):I="
3120
INPUT I
3125
PRINT
3130
PRINT "P=COMPOUND FREQ
/Y;P=";
3140
INPUT P
3145
PRINT
3150
PRINT" INPUT 0K7Y0RN"
3155
GET A$
3160
IF A$=""THEN 3155
3170
IF A$="N"THEN 3010
3200
REM CALC I/PER=IR
3204
PRINT"CALC TIME=20-50
SEC"
3210
IR=((1+I)r(l/P)-1)
3220
N=l
3230
FOR W=2T010
3240
N=N+1
3250
X=((1+IR}T(N))
3260
IF X>=W THEN 3280
3270
GOTO 3240
3280
A(W)=N
3290
NEXT W
3300
REM PRINTING
3400
PRINT " FACT #PER #OF YRS "
i = "tI
3405 PRINT
3410 FOR W=2T0 10
3412 NY=A(W)/P
3414 NY=(INT( (NY+.05)*10) ;
/lO
3420 PRINTW,-TAB(5)A(W) ;TAB
( 11 ) NY
3430 NEXT W
3435 PRINT
3440 PRINT" <l>COMP TIME"
3450 PRINT" <2>MAIN MENU"
3460 GET X
3470 IF X=0 THEN 3560
3480 IF X=l THEN 3010
3490 GO TO 5
3560 GET X
3570 IF X=0 THEN 3560
3580 IF X=l THEN 3010
3590 GO TO 5
4000 REM SINGLEDEPOSIT
4010 FV=PV=IR=N=0
4020 PRINT" {CLEAR}
4100 PRINT"PV=SINGLEDEP:PV=
4110 INPUT PV
4115 PRINT
4120 PRINT"I = INT/YR:(.XX.
4125 INPUT I
412 7 PRINT
4130 PRINT"#PER/YR:P=" r
4135 INPUT P
4137 PRINT
4140 PRINT"* OF YR:N=";
4145 INPUT N
4147 PRINT: PRINT
4150 PRINT" INPUT OK? Y/N"
4160 GET A$
4170 IF A$= ""THEN 4160
4180 IF A$="N" THEN 400O
4190 PRINT"3"
4210 IR=((1+I)T(1/P)-1)
4220 N=P*N
4300 FV=PV*( (1+lR) Tn)
4310 FV={INT( (FV+.OC5)*100)
)/100
4400 REM PRINT FV
4405 PRINT"FUT VAL SINGLE
DEP"
4407 PRINT
4410 PRINT" #PER/YR",P
4412 PRINT
4414 PRINT
4415 N=N/P
4416 PRINT"# OF YR" , N
4418 PRINT
4420 PRINT"DEP" ,PV
4425 PRINT
4430 PRINT"I/YR",I
4435 PRINT
4440 PRINT"FV",FV
4450 PRINT
4455 PRINT
4460 PRINT" <1>SINGLE DEP"
4462 PRINT
4465 PRINT" <2>MAIN MENU"
4470 GET X
4480 IF X=0 THEN 4470
4490 ON X GOTO 4000,5
10000 PRINT"END PROGRAM"
10010 END ©
• I
The VicTree
• •
. ..Leaves your new Vic (or CBM 64) ivith 42 additional commands.
I . . . Branches out to most BASIC 4. 0 programs.
I . . . Roofs into most printers.
1 Vu Aom Skijlf^: tht; VicTree, a cooidinaltd hdidw^jK- and soft-Aare package Ihal allo»5 your Vic
I to branch out in unbelievable difccKons and makcv it easier than ever to do BASIC piogramminy,
■ debugging and to access your diik Unbelievably simple to use and to mslall. the VicTiee gives
I you all the addiiional BASIC 4,0 commands to allow most BASIC 4.0 programs to work on your
I ne« Vic or CBM 64
I From Skyles. the best Iriend yauand Commodore ever had. ,Skyles, the largest specialist in
I designing and marketing peiipherals. software, expansion, memory lor all Commodore
■ computers.
I Now only 889,95... or s 109.95 complete with Centronics standard printer cable. (Cable alone
I i39,95.) Available novv [rom your local dealer oi ordei through your Visa or MesterCatd toll free:
(600) 227 9998 (Cahlornia. Canada. Alaslva. Hawaii; <415> 965. 17351 dt send check or
money order directly to:
1
Skyles Electric Works
231 E South Whisman Road
Mountain View. CA 94041
(415)965-1735
TOUCH-N-UGHT PEN
for the VIC
A REAL light pen for the VIC, easy to install, easy
and comfortable to handle,
-lightweight barrel
- three foot flexible cable
- touch switch to activate
- ability to independently read touch switch
- small p.c. board plugs into user port
Programs Now Available
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2 ALPHA ONE
3 NUMBER ONE
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Programs - each $ 9.95
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Send Check or Money Order
New York residents add tax
unshine Peripherals Incorporated
Biooklyn NY 11210
1229 Eosi 2em Street
January. 1983 COMPUTil 219
CAPUTE!
Modificotions Or Corrections To Previous Articles
UXB On VIC
To produce the correct alternate character set for
the VIC version of UXB (November 1982, p. 56)
the following lines must be added to Program 1:
596 POKE51,0:POKE58,28:POKES5,0:POKE56,28:CLR:
CB=7168
597 READ A:IF A=-l THEN 600
598 FOR N=0TO7:READ B:POKE (CB+A*8+N) , B:NEXT
599 GOTO 597
900 DATA 1,153,219,189,153,129,66,36,36
910 DATA 17,126,255,199,203,211,227,255,126
920 DATA 24,36,36,36,36,60,36,66,129
930 DATA 26,4,24,24,60,126,126,126,60
9 40 DATA 32,0,0,0,0,0,0,0,0
9 50 DATA -1
Pack Up Your DATA
There is an error in line 130 of the example program
which condenses PET or VIC data for files (October
1982, p. 162). The line should read:
130 V%=V/256:L=V-{V%*256)
VIC Superchase
The VIC version of this game (October 1982, p.
66) requires several changes. Lines 10 and 22
should be removed from the program. In line
12100, a semicolon should be added after the
CHR$(142). Also in that line, the characters shown
as underlined ampersands (&) are typed tn by
holding down the Commodore logo key and hit-
ting the " + " key. The characters shown as un-
derlined dollar signs (S) in line 14010 are typed in
by holding down the logo key and hitting the
"((' " key.
VIC Pixeiator
The author sent in some additions and clarifica-
tions on his custom character editor (October 1982,
p. 141):
Under certain circumstances, the "Pixdata"
program will not adjust the end-of-program
pointers causing the program to reappear and
interfere with the newlv written DATA state-
ments. This can be taken into account by changing
two lines in the program and adding two new
lines. Notice that vou must type the abbreviations
pO and pE for POKE and PEEK to fit line 170 into
the computer:
1 0 C=PEEK ( 56 ) : P0KE51 , 0 : POKES 2 , 20 : POKE55 , 0 : POK
E56,20
170 A2=INT(AA/256)!A1=AA-A2*256:B=PEEK(43)+256
* PEEK ( 44 ) : POKEB , Al : POKEB+1 , A2 : POKE56 , C
180 ZZ=ZZ+257-AA+B:Z2=INT(ZZ/256):Z1=ZZ-Z2*256
190 POKE251,Zl:POKE174,0iPOKE17 5,0:POKE46,Z2:P
0KE45,PEEK(251)
Also, memory expansion of 8K or more on
the VIC usuallv moves the screen memory so that
there is not enough room between the end of the
screen and the beginning of the last available
character map area in RAM for the "Pixeiator" to
operate. Before loading the Pixeiator, 8K users
should enter the following as a single line and
then hit RETURN:
P0KE43 , 0 : P0KE44 ,2244:: POKE45 , 00 : POKE46 , 24 : POKE
47,0:POKE48, 24
This moves the start-of-BASlC memory to 6144,
Now type:
POKE6143,0:POKE6 144, 0:POKE6 145,0
and hit RETURN. This simply cleans up the area.
Now LOAD the Pixeiator, delete line 30, and make
this change:
20 XX=5120:SC=4096:CL=378Ba
4010 SYSXX-16 : PRINT" (home) ":PRINT"LOOKING AT "
;S55:POKESC+33,C0
SAVE the program before using it. Make the fol-
lowing change in both Pixaver and Pixeloader:
10 XX=5120
Make these changes in Pixdata:
10 C=PEEK(56) : POKES 1,0:POKE52, 32 !POKE55,0; POK
ES6,32
20 XX=5120
40 ZZ=8192:AA=ZZ
BK users can access the RAM character set by
typing:
POKE36869, PEEK (36869 )ANDNOTl50R13
Finally, the symbols appearing in lines 70,
80, and 90 of the printed listing of Pixeiator might
be confusing. A more attractive display can be
achieved by changing the underlined slashes to
Commodore-P (hold down the Commodore logo
key while typing "P"); the underlined apostrophe
(-) should be Commodore-M; the underlined per-
cent sign (%) should be Commodore-G; and the
underlined /should be Commodore-Y,
Atari Mathman Improvements
Our thanks to John Bergen for the following en-
hancements to this program (October 1982, p.
72). With these changes, Mathman can recover
the incorrect answer after it is sent off the screen,
print the correct response, turn the screen a new
color after each trial, and also show a student the
current question number:
11 Y=INT (RND (0> * 15) : SETCOLOR 4,Y,6:SE
TCDLOR 2,Y,4
375 POSITION O, 22: ?"BCaRE-" ; SCO; "
€3 spaces: TURNS-" ; O
POSI
:i.t---"J=:
1070 POSITION B,10:7"<4 bfJ:T»ii»d>
TION 10,10:? B«C: "grf-l^JJA"
H"
1071 POSITION a,12:7"C4 blJ:I»ia-ri; " : POSI
TION 10.12:? AS;
1072 FOR Z=l TO 200:NEXT Z
:t.tr.."fJ.M?F
220 COMPUW! Januorv. 1983
COMPUTE! Publications
COMPUTEI's First Boole of Atari. 192 pages of useful
informative applications and programs from COMPUTE!
Magazine issues now out of print. Includes previously unpub-
lished information including f\/lemory Map. Contents include
such articles and programs as "Adding a Voice Track to Atari
Programs," "Designing Your Own Atari Graphiics Modes," and
"Inside Atari BASIC." Spiral bound for ease of access to
iistings- For beginner level to advanced Atari users. ISBN
0-942386-00-0. Paperback. S12.95.
COMPUTEI's First Boolf of PET/CBIVI. 256 pages of
Commodore PET and CBM articles from COMPUTE! Magazine
issues novi/ out of print. Includes sucti classic articles and
programs as "Feed Your PET Some Applesoft," "Disk Lister; A
Disk Cataloging Program," and "Cross Reference For The
PET," Spiral bound for ease of access. ISBN 0-942386-01-9.
Paperback S12.95.
Tiie Beginner's Guide To Buying A Personal Computer.
A novice's iiandbook of useful, helpful information designed
to teach you the basics of evaluating and selecting a
personal computer. Written in plain English for the interested
beginner. Complete with personal computer specification
charts and buyer's guide. Applicable to home, educational,
and small business buyers. ISBN 0-942386-03-5. Paperback.
$3.95.
Inside Atari DOS. From the author of the Atori Disk Oper-
ating System, an exciting step-by-step guide to the DOS
software. Complete with listings of commented source code
and detailed explanations of each module of code, Author:
Bill Wilkinson, Optimized Systems Software, Inc. Spiral bound
for ease of access to listings. For intermediate to advanced
Atari Users. ISBN 0-942386-02-7. Paperback S19.95.
Programming TKe PET/CBM, by Raeto Collin West.
Described by one reviewer as "... unquestionably the most
comprehensive and accurate reference ( have seen to
date,..," this reference encyclopedia for Commodore com-
puter users is packed with useful information, programs,
diagrams, and charts. ISBN 0-942386-04-3. Paperback, 504
pages. $24.95.
COMPUTEI's Second Bool< of Atari. With over 200 pages
of unpublished Atari information specially selected by the
editors of COMPUTE! Magazine, this new release from
COMPUTE! Books is an excellent resource for Atari owners
and users, Spiral bound for ease of occess to listings. ISBN
0-942386-06-X. Paperback. $12.95.
Every Kid's First Boolt of Robots and Computers. This
exciting book, complete with exercises for teachiers, parents,
and children, uses turtle graphics to Introduce kids to robots
and computers. Exercises are presented for use with graphics
languages, such as Atari PILOT. Additional exercises are
presented throughout the fully-illustrorted book allowing
users to learn turtle graphics through the Milton Bradley "Big
Trak"'" or the built-in "Turtle Tiles"'" that are provided with
each book for children who don't yet have access to a
computer. ISBN 0-942386-05-1. Paperback. $4,95.
COMPUTEI's First Book of VIC. In the st/le of our First
Books of Atari and PET/CBM, this book contains many of the
articles and applications featured in past issues of COMPUTE!
Magazine, Approximately 20-30% of the book is material
that has not been previously published, An excellent resource
book for Commodore VlC-20 owners. Spiral bound for ease
of access to listings. ISBN 0-942386-07-8. Paperback $12.95.
COMPUTE! Magazine A monthly encyclopedia of infor-
mative applications articles and programs. COMPUTE!
features articles, programs, and columns covering the
spectrum of home and educational computing. Monthly
reviews, complete BASIC and machine language listings of
gomes, utilities, applications such as "Programming Your
Home Insurance Inventor/," "Real Estote Investment Analysis,"
"Telecommunications: How To Use A Modem," and much
more. Written for children and parents, educators, novices to
advanced programmers. Principal editorial coverage is
Atari, Apple, Commodore PET/CBM, and VIC-20. Editorial
coverage is expanding to include TI-99/4A Sinclair ZX-81,
and Radio Shack Color Computer.
Atari IS a fegisteied trodemofk of Atari. Inc. PET and CBM are Irademorks of Commodoio
Business Machines, Inc Turtle Tiles is o traderriark of Dovid D. Tborf^burg and fnnovJsion. Inc.
Big Trak is o tjodemork o( ttie Milton Bradley Company.
Mail coupon to: COMPUTE! Publications, P.O. Box 5406, Greensboro, NC 27403
COMPUTE! MAGAZINE
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How To Type COMPUTEi's Programs
Many of the programs which are listed in COMPUTE! contain
spocinl control characters (cursor control, color keys, inverse
video, etc.). To make it eas>- to tell exactly what to type when
entering one of these programs into your computer, we have
established the following listing conventions. There is a
separate kev for each computer. Refer to the appropriate
tables when yt>u come across an unusual symbol in a program
listing. If you are unsure how to actually enter a control
character, consult your computer's manuals.
Atari 400/800
Characters in inverse video will appear like: isrEasetf^r-GMiG:
Enter these characters with the Atari logo key, (A).
When you sre Type See
CCUEftRJ
ESC
SHIFT <
ri
Cl»*r Screen
{UP>
ESC
CTRL -
+
Cursor Up
<I>OHN>
ESC
CTRL -
+
Curscar Down
tLEFT>
ESC
CTRL +
4-
Cursor Left
{RIQHTJ
ESC
CTRL »
.*
Cursor Right
{BACK S}
ESC
DELblt
*
Backspace
tOELETEJ
ESC
CTRL DELETE
u
Delete character
(INSERTS
ESC
CTRL INSERT
u
Insert character
(DEL LINE3
ESC
SHIFT DELETE
D
Delet» line
{INS LINE>
ESC
SHIFT INSERT
O
Insert line
{TAB}
ESC
TftB
*
TAB key
tCLR TflB>
ESC
CTRL TAB
a
Clear tab
{SET TflB>
ESC
SHIFT TAB
a
Set tab stop
{BELL}
ESC
CTRL 2
a
Ring buzzer
{ESCJ
ESC
ESC
%,
ESCapc key
Graphics characters, such as CTRL-T, (he ball character • will
appear as the "normal" letter enclosed in braces, e.g. (T .
A series of identical control characters, such as 10 spaces,
three cursor-lefts, or 20 CTRL-R's, will appear as (10
SPACES), ( 3 LEFT), C20 Ri, etc. If the character in braces is
in inverse video, that character or characters should be en-
tered with the Atari logo key. For example, 1 ■ 1 means to
enter a reverse-field heart with CTRL-comma, ( 5ni ) means to
enter five inverse-video CTRL-U's.
Commodore PET/CBMA/IC
Generally, anv FET/CBM/YIC program listings will contain
bracketed words which spell out any special characters:
(DOWN 1 would mean to press the ciu-sor-down key;
(3DOWN ) would mean to press the cursor-down key three
times.
To indicate that a key should be fliiftcd (hold down the
SHIFT key while pressing the other key), the key would be
underlined in our listing. For example, S would mean to
type the S key while holding the shift key. This would result
in the "heart" graphics symbol appearing on your screen.
Some graphics characters are inaccessible from the keyboard
on CBM Business models (32N, 8032).
Sometimes in a program listing, especially within quoted
text when n line runs over into the next line, it is difficult to
tell where the first line ends. Hovv many times should you
type the SPACE bar? In our convention, when a line breaks
in this way, the - symbol shows exactly where it broke. For
example:
100 PRINT "TO START THE GAME ~
YOU MAY HIT ANY OF THE KEYS
ON YOUR KEYBOARD."
shows that the program's author intended for you to type
two spaces after the word CAME.
All Commodore Machines
Clfiir Screen (CLEAR)
Home Cursor (HOME)
CursorUp (UP)
Cursor Down { DOWN }
Cursor Right {RIGHT)
Function Two
IF2)
Function Three
{F3)
Function Four
IF4)
Function Five
{F5)
Function Six
{F6)
Function Seven
{F7)
Function Eight
{F8)
Any Non-implemented
Function
(nim)
V1C/CBM 64 Conventions
Set Color To Blacl< JBLK)
Set Color To White IWHT)
SetColorToRed {RED)
Set ColorTo Cyan iCYN)
Set Color To Purple ( PUR)
Set ColorTo Green (GRN)
Set ColorTo Blue (BLU)
Set ColorTo Yellow ( YEL)
Function One [Fl)
To enter any color code, hold do\vn CTRL and press the
appropriate color key. Use CTRL-9 for RVS on and CTRL-0
for RVS off.
8032/Fat 40 Conventions
SclWindowTop (SET TOP) Erase To Beginning! ERASE BEG)
SetWindow Bottom (SET BQT) Erase To End [ERASE END)
Scroll Up (SCR UP) ToggleTab (TGL TAB)
Scroll Down (SCR DOWN) Tab (TAB)
InsertLine (INST LINE) EscapeKey (ESC)
Delete Line (DEL LINE]
When vou see an underlined character in a PET/CBM/VFC
program listing, you need to hold down SHIFT as you enter
it. Since the VIC-20 and Commodore 64 have fewer keys
than the PET/CBM, some graphics are grouped with other
keys and have to be entered by holding down the Commodore
key. If you see any of the symbols in the left column under-
lined in a listing, hold down the Co[iimodore kev and enter
the svmbol in the right column. Just use SHIFT to enter all
other underlined characters.
!
K
■*-
5f
1
E
"
1
t
FT
2
R
#
T
S
3
W
$
(5-
-
z
4
H
%
G
=
X
5
J
'
M
<
C
6
L
&
#
>
V
7
Y
\
—
,
D
8
U
/
F
/
P
9
I
7
B
*
N
(('
SHIFT*
(
£
+
Q
I
SHIFT -t-
)
SHIFT-£
0
A
1
SHIFT-
Cursor Left (LEFT)
Insert Character (INST)
Delete Ctiaracter (DEL)
Reverse Field On (RVS)
Reverse Field Off (OFF)
Apple II /Apple 11 Plus
All programs are in Applesoft BASIC, unless otherwise
stated. Control characters are printed as the "normal" char-
acter enclosed in brackets, such as 1 D ) for CTRL-D. Hold
down CTRL while pressing the control key. You will not see
the special character on the screen.
TRS-80 Color Computer
No special characters are used, other than lowercase. When
you see letters printed in inverse video (white on black),
press SHIFT-0 to enter the characters, and then press SHIFT-0
again to return to normal uppercase typing.
Texas Instruments 99/4
No special control characters are used. Enter all programs
with the ALPHA lock on (in the down position). Release the
ALPHA lock to enter lowercase text.
TImex TS-1000, Sinclair ZX-8i
Study vour computer manual carefully to see how to enter
programs. Do not type in the letters for each command,
since your machine features single-keystroke entry of BASIC
commands. You may want to switch to the FAST mode
(where the screen blanks) while entering programs, since
there will be less delay between lines. (If the blanking screen
bothers you, switch to the SLOW mode.)
A Beginner's Guide
To Typing In Programs
The first few times you type in a computer pro-
gram, things can be quite confusing. We have
prepared this guide to help new readers adjust to
the novelties of program entry.
What Is A Program?
A computer camiot perform any task by itself.
Like a car without gas, a computer has potential,
but without a program, it isn't going anvwhere!
Most of the programs published in COMPUTE! are
written in a computer language called BASIC.
BASIC IS easy to learn and is built into most com-
puters (on some computers, you have to purchase
an optional BASIC cartridge).
BASIC Programs
Each month, COMPUTE! publishes programs for
many machines. To start out, type in only pro-
grams written foryour machine, e.g., "TI Version"
if you have a TI-99/4. Later, when you gain ex-
perience with your computer's BASIC, you can
try typing in and converting certain programs
from one computer to yours.
Computers can be picky. Unlike the English
language, which is full of ambiguities, BASIC
usually has only one "right way" of stating some-
thing. Every letter, character, or number is signif-
icant. A common mistake is substituting a letter
such as "O" for the numeral "0", a lowercase "I"
for the numeral "1", or an uppercase "B" for the
numeral "8". Also, you must enter all punctuation
such as colons and commas just as they appear in
the magazine. Spacing can be important. To be
safe, type in the listings exaclh/ as they appear.
Brackets And Special Characters
The exception to this typing rule is when you see
the curved bracket, such as "{DOWN}". Any-
thing within a set of brackets is a special character
or characters that cannot easily be listed on a print-
er. When you come across such a special state-
ment, refer to the appropriate key for your com-
puter. For example, if you have an Atari, refer to
the "Atari" section in "How to Type COMPUTEI's
Programs."
About DATA Statements
Some programs contain a section or sections of
DATA statements. These lines provide informa-
tion needed by the program. Some DATA state-
ments contain actual programs (called machine
language); others contain graphics codes. These
imes are especially sensitive to errors.
If a single number in any one DATA statement
is mistyped, your machine could "lock up," or
"crash." The keyboard, break key, and RESET (or
STOP) keys may all seem "dead," and Ihe screen
may go blank. Don't panic - no damage is done.
To regain control, you have to turn off your com-
puter, then turn it back on. This will erase what-
ever program was in memory, so always SAVE a
copy of your program before you RUN it. If vour
computer crashes, you can LOAD the program
and look for your mistake.
Sometimes a mistyped DATA statement will
cause an error message when the program is RUN.
The error message may refer to the program line
that READs the data, flic error /s stilt in )lu- DATA
stntinnciit::^, though.
Get To Know Your Machine
You should familiarize yourself with vour com-
puter before attempting to type in a program.
Learn the statements you use to store and retrieve
programs from tape or disk. You'll want to save a
copy of your program, so that you won't have to
type it in every time you want to use it. Learn to
use your machine's editing functions. How do
you change a line if you made a mistake? You can
always retvpe the line, but you at least need to
know how to backspace. Do you know how to
enter inverse video, lowercase, and control char-
acters? It's all explained in vour computer's
manuals.
A Quick Review
1) Type in the program a line at a time, in order.
Press RETURN or ENTER at the end of each line.
Use backspace or the back arrow to correct
mistakes.
2) Check the line you've typed against the line in
the magazine. You can check the entire program
again if you get an error when you RUN the
program.
3) Make sure you've entered statements in brac-
kets as the appropriate control key (see "How To
Type COMPUTEI's Programs" elsewhere in the
magazine.)
4) Save the program to tape or disk before vou
RUN it. Consult your computer manuals if you
aren't sure how to do this.
5) If you get an error when you RUN the program,
check your listing against the published program.
Januoiv. 1983 COMPUTEI 223
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Peripherals For
The ViC
DATA 20 corporation has intro-
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All are designed to give the VIC-
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The Video Pak cartridge
plugs right into the VIC-20 ex-
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standard 24-line display with a
choice of 40 or 80 upper-and low-
ercase characters. It also in-
creases memory from 5K to 20K
or even 70K, enabling the VIC-20
to run Commodore business soft-
ware. Video Pak also includes a
terminal emulator and screen
print feature.
Printer Interface matches the
VIC-20 to most popular printers
and gives a continuous visual
monitoring of the data transfer
functions. Status lights indicate if
the printer is hooked up, if the
buffer is full, and if data is being
transmitted. The Printer Interface
comes complete with cable and
connector and needs no assembly.
Expansion Chassis lets the
VIC-20 run a series of four com-
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game cartridges with the stan-
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Memory Cartridge boosts
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Screen display options with Data 20's Video Pak Cartridge.
For further information on
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principles of scientific reasoning.
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The Amazing Ben is designed
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226 COMPUTE! Jonuaiv.1983
jB|9jn.U^^»H|
^^Mjpi
Ir^SR^nwNfiU
W^isW^r^wmm
r mwJs^^^^d^A L^
7 U 1 ATARI
f /400 16K S26S
1 ^^ 410 RECORDER 76
I r* 8(»4aK 635
\ ^^ B10 DISK DRIVE 429
1 PERCOM D/D DISK DRIVE 5B9
/ 825 PRINTER 575
Q 830 MODEM 149
" . 850 INTERFACE 159
yf LE STICK SO
f^ If NEWPORT PHOSTICK iSO 30
\/\ VERBATIM SS/OD DISKS 29
^-O*^ . MAXELL SS/DO DISKS 35
\. J ^H-* Joyslicksor PJddlcs .18
^^ / The Enlerlniner 69
. LI The Programmer 54
ly-siT^ ThaEducalor t19
f i^ \\ The CommuriiCillor 299
^Sta^ll Caverns of Mars 29
(\ fC^I CenMpede M
V / \l P"""" »
J V, 1 Slar Raiders 33
'*^^\ 1 Apple Panic 21
\ J \ 1 Canyon Climber 21
l/VvU Choplllter 2G
1/ / 11 Clowni and Ballooni 21
// Rosen's Brigade 26
■^ lyi Frogger 25
\ # . Gort 30
/ J Picnic Paranoia 26
n A K-aaiy Shooioul 36
\ f\ Escape (rom Vulcan's Isle 21
k ^ ^Sl hIaiililiiG OR
V/\ preppie 23
I / \/ O'Ri ley's Mine 26
II A Threshold 30
^^ / Curse oi Ra 16
^ 1 \/ CIrahlrH "in
^ V V rircDira i^ ju
11/ Zorill/II 30
y Y Vilicalc 179
/ APX SOFTWARE CALL
'/\ APPLE SORTWAHE CALL
j 1 TRS-80 SOFTWARE CALL
^J ^scommcidore
VIC 20 SV79
/^ / VIC 1515 PRINTER 335
M/ VIC 1530 DATASSETTE 67
•^ / VIC 1540 DISK DRIVE 469
/ VIC 160O VICMOOEM 97
/ VIC 1211 SUP, EXPANDER 53
/ VIC 16K MEM EXPANDER 99
/ VIC SK MEM EXPANDER 52
/ Scott Adsnii Advenlures 3S
1 Vic Avenger 23
1 Super Alien 23
J Choplllter 32
f Apple Panic 32
1 Omega Ric* 3S
\ snamus 29
\ GdM 3S
1 PRINTERS
J NEC 80:3A-C $479
/ Oliidata Microline SO 329
/ Okidala Microline 8SA 469
1 Epson MX lOO/Graflrax 679
f MONITORS
NEC JC-1203 Color im
Sanyo 13" Color 399
Amdak Video 300 Amtwr 169
Amdek Color 1 339
©pHODiriiiioiiii ©off^iyinreto'
FredlyigSt
Dept. A
P.O. Box 1038. PtacerviHe, CA 95667
916/621-1090
TO ORDER CALL OR WRITE
Terms: Cenified checit, M.O.. personal
checii (2 wiss. to clear). Banli Wire (U.S
Funds). No C.O.D, Visa, M/C add 3% sur-
charge, inc. card n & exp. date. CA res. asftf
6% tax. Ship. & Handling add 3% (Mm, S3|
in Conl'l, U,S (call for ship, other areas).
Send $2 (or catalog . S2 o)( cou pon on next
order. Inc. phone i* all orders. Prices sub-
ject to ciiange w/o notice
^
COMMODORE
^ PET OWNERS ^
NEW AUTHENTIC PROGRAMS
CASINO CRAPS
•Any bet maide in Vegas,
now can be maide at home.
•Thie Field Hardways-
Place Bets-Come-Pass Line
•Find a winning systenn,,wiltiout
losing a dime,
8K version (1 player)$ 10,95
1 6K version [5 playersIS 1 2.95
KONNECTFOUR
•Now play this popular game
against your pet.
•Excellent sound &. graphics
•Real time clock
•Three levels of ploy
•Can fit into 8K
• Fun &. Educational for all ages
ONLY $10.95
GP Microsystems
72-31 67th Place
Giendoie.N.Y. 11385
Please include SI. 50 shipping
&. handling for each program,
Indicateversion,
Memory Expansion Boards
for the ATARI* Computer
•Completely compatible with ATARI
hardware and software
•No modifications necessary
(16K&32K)
•Fully assembled and tested
•User installable
• Goid connector tabs and sockets
•One year warranty
16K Memory Board (eOO)-»49.95
32K Memoty Board (400/800)- $89.95
4aK Memocy Board (400)-» 169.96
We Will Meet Advertised Prices
Build Your Own Memory
16 K board ■ no components • SiO.OO
32K board ■ no components ■ S30.00
48K board ■ no components - S50.00
- MEW ATARI SOFTWARE —
Add S2 Shipping and handling
Visa & MasterCard Accepted
ATARI t5 a trademark d! Atari Inc.
Dealer Inquiries Welcome
Tiny Tek, Inc.
P.O. Box 820249
Dallas, TX 75382-0249
214-373-8926
'Sfllfltt
UDhme^ fmce^ Qfis
ATARI
^/0ai4OpAw€. 1439
4/0/?£a>u^e^ S74.
i^lfpA^mt^ S57a
Wlntsy^ si6a
4iS pAeo^o/m/me^ ^54.
4H Coi^imumcatot^ ^295.
ATARI Software
CX4104 Mailing List $17
CXL4007 Music Composer 43
Programming 2 & 3 20
Conversational Languages 43
CX4018Pilot 57
CX405 Pilot 97
CS81 26 Microsoft Basic ., 55
CXL4022 Pac-r\flan 31
CXL4020 Centipede 31
CXL4009 Computer Ctiess 26
CSL401 1 Star Raiders 33
GXL4012 Missile Command 26
CSL401 3 Asteroids 26
^AiARI^tifVlUfc
RdORf H/TKHZED re TvtOf^
5
i
I ^Adeu^^dPi^pfi&fAM. c^4-hfiUAy I
For fast delivery, sand certified or cashier
checks, money orders, or direct barrl< wire
transfers. Personal ctiecks allow 2 to 3
weeks to clear. Prices reflect cash discount
and are sub/ect to change. Add 2% lor credit
card purchases. Shipping— Software $2
Minimum. Hardware— call. Foreign inquiries
invited— add 15% lor shipping. Ohio resi-
dents add 6.5% sales lax.
'sfsati
5485 Warrensville Center Road
Maple Heights, Ohio 44137
216/663-2032
Coll Toll Free
1-800-482-7254
outside Ohio
Mon.-Sat. 10-6 EST
game's most subtle points. The
series also offers a chance to
match wits against international
grandmasters.
Each instruction module in-
terfaces with the Socrates Chess
Player. The price of each module
is $39.95.
Krell Software
1320 Sloin/ Brook Rond
Stom/ Brook, NY 11790
(526)751-5139
ZX-81 Software
RAK Electronics has announced
a new line of software for the
Sinclair ZX-81. Three recent re-
leases are Math Drill, Coif, and
Toii'crs of Hanoi.
An educational program.
Math Drill allows the user to
select addition, subtraction, mul-
tiplication, or division. Written
for elementary school aged chil-
dren. Math Drill displays
flashcard-style math and keeps
score.
Go//allows up to four players
to play 18 holes.
In Towers of Hanoi, the player
tries to move all the discs to the
last tower in the least number of
moves possible.
Each program is available for
$4.95. There is also a $2 {per
order) shipping and handling
charge. Each program requires a
16K memory expander. A free
catalog of ZX-81 software is avail-
able on request.
RAK Electronics
P.O. Box 1585
Orange Park, FL 32073
Airstrike Game
For Atari 400/800
English Software announces the
release of Airstrike. Available on
16K cassette and disk, Airstrike
Apropos introduces \Fi/M^/^^
The only RAM your VIC-20® will need
FEATURES
• A FULL 27K bytes. (Added to VICs 5K)
• Fully switchable In sections, (may
be used witti Super Expander and
games, and other plug-ins
• Bull! in reset button.
• Fuse protected.
• Totally self contained
• 2 extension connectors
for any device normally
plugged into ttie expansion port
• Very low power useage
• High reliability, gold pfatedconnectors
THIS SUPERB PLUG-IN GIVES YOUR VIC-20
REAL POWER AND EXPANDABILITY
FOR ONLY $1 65.00
B month parts and latior warranty
WE SERVICE WHAT WE SELL
TO ORDER:
Send Check or N/loney Order For the Total, plus
Shipping: S2.00 (Software) or S4.00 (Hardware).
max S5.00, Calif, residents add 6% tax.
Phone orders: CALL (805) 484-3604
For credit card orders, mclude all intormation oncard
Foreign orders, add S6.00
All Items shipped from stock.
mm
SOFTWARE
DR. FLOYD
Psychoanalysis by
computer? - well,
not quite, but Dr.
Floyd will carry on
a conversation with you
using psychoanalytic techniques
giving the appearance of artificial
intelligence. Requires 1 6K or more.
S12.95
WORD PLAY
Includes: "Jargon" - a jargon word
generator. "Animal" - a fun game
where the player teaches the com-
puter about animals. "Story" - the
computer writes stories using the
players input names, places, etc,
"Haiku" - the computer writes HAIKU
like poetry. Requires 1 6K or more.
S12.95
All software is on high quality cassettes
and is replacement guaranteed.
VIC-20 IS a registered trademark ol Comodore Bjstress fvlachfnes. Inc
'nPftOPOS T€CHNOLOGt
Camarillo, CA 93010
350 N. Lsntana Ave., Suite B21
provides arcade realism and de-
mands a high level of skill from
the game-player within a fast
shoot-out scenario.
Game features include:
superb fine-scrolling graphics;
top-notch color; multiple skill
levels (each denoted by a differ-
ent color play field); 100%
machine program; one- or two-
player mode. The suggested re-
tail price is $39.95.
English Soflzvare Company
934 Hermosa Avenue
Suite 13, Snudcastle Plaza
Hermosa Beach. CA 90254
(213)372-3440
A 40/80 Character
Expansion For
The VIC
Computer World has designed
an expansion to make the VIC
suitable for professional applica-
tions, e.g., accounting and word
processing, especially when
using the Brother 8300 daisy
wheel printer/typewriter, adapted
to operate with the VlC-20.
When using the video car-
tridge, you may choose between
a 25 X 40 and a 25 X 80 character
mode (25 lines of 80 characters
each). This enables you to use the
programs written for the 2000,
3000, 4000 and 8000 CBM com-
puters without major alterations.
The Computer World video
cartridge for the VIC-20 has the
following features:
- 40 or 80 column display (switch-
able with BASIC, without losing
any program in memory).
- VIC and PET/CBM graphics.
- 32K RAM expansion (instead of
27. 5K). Note: All you need is the
expansion box with the 3, 8 and
16K RAM cartridges.
- Upper- and lowercase with true
descenders.
- Full cursor control.
- Program editing in 40 or 80 col-
umn mode.
- No alterations needed in VIC.
ssBsm
E
Tilt<:67M77 TDll'Frie PliancOiders
Toll-frn rri ca) SDD'2S2-2153 Eaa-42reD4J luui ol CA)
Orilti DniiiDpin 6 diyi I nttk! 7:00 AM to E:OOPM Mon-Sit
P.O. Sdi74S45 ZieSo. Oilmd Am. Lot AhjiIes. CA 90004
Wont: t;H) T39mO title: ~OLYHAV" LSA
sjhh?
li^
HEWLETT
PACKARD
LCD
HP-16C Cnmpuler Scientist-
for Programmeri & Digital
Designers 127.50 WE ARE AUTHORIZED
FULL imE HP Dealers.
VICTOR
YOUR COST:
S395.00
VICTOR SOeO 80 Column Printer
A reaf work horse! 100 cps, graphics,
buffer, 4 interfaces including HP-18
Ret«il:S995.00 Wholesale: $67 0,00
Fully guaranteed by Victor, in business
since 1916
Qz. commodore
UIG20
5K Ptrtonil Camfuier
ttOPkiwlh^ny TVI
ner
S5, 000^00 ! If vontorf it all
_ rj'm*(. OaiB. iccTi, it\i/itet'
Gaoii ivbjset to *rtiltt}'iiTy: ff'ii «i( luptrctiiex
»>i prtnoui Kit. fob our ^arthauu; pr.ctt tub-
/*Cl (o cfifift witfiout naUct. "ot 'fioontihie
fo' ivOO^'tefrtct' c'fory all ofde't «uft^
}na:f Sb.95.
fimout c»taiog\
APPLE coMPUTERjTexas Instruments
Home Computer
48K Plus
Disk drw/controller
Disk dr ' no controller
10G9.95
494.95
4T9.9S
FRANKLIN ACE 1000
64K Computer, Apple Compatible
uses all Apple software, peripherals
& accessories.
ACE 1DD0 including disk drive w/
controller plus 'ACE Writer' word
processor softvrare. RE:I177B.OO
Your Cost:S12S9.9B
tIMEX/SINGLAIR
TS1D0D 2K Computer
TS1G00 Memory expansion
99.95
49.95
MEMOTECH Uemopak Peripherals
MT64K 64K SI 79.95
MT32K 3ZK 109.9S
MT16K 1EK 5S.95
More peripherals available
ATARI'800' -48K
"'^f $499.95
' — ft STOCK
410 Program recorder 79.95
BIO DisJi drive 449.95
BSD Interface module 1B9.95
B30 Acoustic modem 189.95
Printer Centr. 737^39 499.95
Your Con
$429.95
ollvelll
"PRAXIS 35"
ELECTRONIC TYPEWRITER
Interchangeable 'Daisy
Wheel' type element,
3 sizes-Pica, Elite & Micro
plus cartriiige ribbon & morel
BASPChioinB
Video Tapes
T 120 VHS2^.6.hr 10.95
L 7^ Bell 2.4«ho.jF 10 95
, 1. 50C Beta ^2 3-htttjr r«
16K
ATART^OO
COMMODORE VIC-2D
1530 Datisette rec. 59.95
1541 Disk drive 339.95
1S25E Printer, great unit 339.95
1600 Phone modem 99.95
We carry an enormous amount oi
software S games for the VIC-ZO.
WE ARE A FULL-LINE
COMMODORE DEALER &
CARRY IN STOCK ALL
COMMODORE MODELS MOST OF THE TIME.
WE CARRY THE
IS^i^^^^ PRINTERS...
mural I una Epson, the whole line
BMC as low as S89.95 CODEX
OL'^nl^T' DIABLO
NEW
COMEX Printer
Similar to the Epson 80 FT| 150 line p/m ptr
Has 80 cps, tractor feed,
block graphics, great unit
$399.95
SANYO all models
CDMREX al) models
AWDEK all models
NEC all models
Texas Instruments
& morel
C ITOH
NEC
COMREX
OKIDATA
VICTOR
and more.
ANADEX
ANAOEX
MULTITECH
Computer $349.95
B4K Apple compatible with tape
software, available with Apple
compatibility with diskette in
January 19B3, great unit. Plenty
of educational & other software.
Full size keyboard $49.95
With Chinese lang. $479.95
5'/." Disk drive w/cont. 269.95
179.95
Cassette recoriier G9.9S
Sound generation board 129.95
& speech synthesiier
ri-99/4A
Now
Only
SlHy"*' AFTER MFC'S
^VV REBA TB-you pay
OSC $299.95. Tl rebates you Si 00.
(offer good thru i/3 1/831
Plus FREE $50 RF Modulator
with purchase of TI'99/4A
Call & ask about FREE Speech
Synthisizer OFFER!
1D" coloi monitor high res 339.95
Extended Basic 75.00
Speech synthesizer 129.95
Telephone coupler (modem) 189.95
Printer (solid state) 319.95
riLQGO 99 95
W^TU?4yiWgTT
$199.95
including FREE
Donkey Kong
Cartridge.
fromlcOI-ECOl
Tl EXPANSION BOX SYSTEM
Peripheral expansion box 199.95
RS 232 card 139.95
Disk control card 199.95
Mem. exp. 32K card 239.95
P-code card (1270 req) 199.95
Disk memory drive 379.95
An enormous amount of peripherals,
accessories & software, at great prices
Programmable TI-59
Your Cost:S1 69,95 plus-S20.00
rebate from Tl plus Free Library
Tl LCD Programmer 59.95
DISKETTES Box of 10
Verbatym SS SD 40 track 29.95
3M SS DD 744D
Maxell SS DD Soft sect
Dysan 104 Soft sect
BASF Soft sectored
OMNI SS SD
Mead cleaning kit
Refill
29.95
34.95
44.95
28.95
19.95
11.95
19.95
%'
PECinc
OFTWARE
SKETCHPAD For VIC 20
Draw your own pictures
MONEY MINEFIELD For VIC 20
Try to collect all Ihe money bags
tsefore runnmg ^^^to ihe walls A lasl aclion
multiple skill level game .. .
TARGET DESTROY For VIC 20
Try 10 destroy the enemy base before you
run out ol bombs
FIREFIGHTER li ForVfCZO
Proteci your homes and forest from the
raging fire .,
MOONLANDER ForViCe4
Try io land without crastiing into the moon.
A last action, lun tilled adventure , .
FIREFIGHTER 64 For VIC 64
Like FIREFIGHTER 11 protect your homes and
lorest. but now its more exciting than ever
SPRITE EDITOR For VIC 64
For people who wan! to lake advantage ol
the Commodore 64. Multi-colored sprites at
your lingertips. Easy to make, and lun to use.
A must for all serious programmers
MAILING LIST V1. 9 For VIC 20
The best mailing list around for your Vic-20
and 1 540 disk drive system.
650 entries per floppy with an 8k expansion
Single or multiple label printing capability
Printing of all inlormation
Adding - Changing - Deleting any record
Single Record searching
Menu Driven. Very user Tnendly
PERSONAL FINANCE PACKAGE I SPECIFY VIC
A very versatile program product An expense register
and general ledger all in one, Wenu driven and very user
friendly. A must lor all with recordkeeping in mind
MAILING LIST V2.0 For VIC 64
Even better than V1,9. Now taster searches
multiple width mailing labels, alphabetizing and
much much more
10.95
. 12 96
10.96
1295
14 96
14.95
.. 17.95
20 or 64
. .. 19.95
19.95
P.O Box 10516
Dealer Enquiries Always Invited
California residents add 6'>i% sales lax
To order send check or moriey order to:
SPECIFIC SOFTWARE
San Jose. CA 95157
For COD orders call I40ai 241-0181
^
JCOMPUTER P\)
1
ATARI NECESSITIES
We now have in stock the fabulous
ATR8000. Look for Software Publishers ad
(Nov. pg. 193) for details. Look Io us (or
price!! Save 15% and more.
OISKEY
VALFORTH
GENERAL UTILITY PACKAGE
PLAYER MISSILE. CHAR. & SOUND
DISPLAY FORMATTER
TURTLE GRAPHICS & FP ROUTINES
TEXT COMPRESSION & FORfvlATTING
HEAVY DUTY 8II^D£H
ALL SEVEN ITEMS ABOVE
TRICKY TUTORIALS 1, 2, 3, 4, 6, 8
TRICKY TUTORIALS 5, 7
TRICKY TUTORIALS 9, 10, 11.
DE RE ATARI
TECHNICAL REFERENCE NOTES
DOS UTILITIES SOURCE LISTING
INSIDE ATARI DOS
YOUR ATARI COMPUTER
ATARI GAMES & RECREATIONS
CHRISTMAS SPECIAL - THE ENTIRE MONTH OF OCOCMOEW 15% OFF
ON ANY BOOK IN STOCK — HUNDREDS OF TITLES ~ GIVE US A CALL
CQHIPJTEn PLACE
P.O. Box 6007-169 1698 Market St.
Redding, CA 96001 Ph. 916-221-1312
liioi
(01
39.96
ICiO»
(0)
39.95
4HI*»
{")
3695
<4M«>
(d|
35.95
m.m '
Wl
29.96
-*6*^
Idl
39.95
■»*»■
(01
14.95
«*««■
11.95
wa.w
(d)
179,95
-«M»
(c,d|
16.95
•mmr
(o,dl
24.95
4e«»
(c,dl
16.95
^^^^t
(b)
17.95
gO.OD
(b)
2i.95
^>«»-
lb)
5,95
*0.1»
(b)
16.95
-t«l«».
(b)
14.95
44«»
|h)
12.96
msM
COMPUTER PLACE has the largest selection of items for Atari, Apple, Com
moOore and Radio Shack computers thai you are ever likely to see. Try us for
obscure and hard to gel items that your local dealer might not slock. Mailorder
Terms: Cashief's check or MO. Charge cards add 3%. Add 3% shipping and
handling (minimum S2.50) UPS ground. No. C.O.D."s. CA residents add 6% sales
tax. Prices subject lo change without notice,
- No external power supply
needed.
- Fits in the Arfon or Commodore
expansion box.
- Operates with all ROM car-
tridges, except those located in
the area from AOOO hex to COOO
hex.
The price is $249 US.
The company was incor-
rectly identified in the November
1982 new product release in
COMPUTE!. The correct informa-
tion is:
Computer World
Hilvertsu>eg 99.
12U ]B Hik'ersum
Holland
Tel: 035-U633
Color Video For
PET/CBM,AIM,SYM
Color Chart is a color video RAM
board designed for Commodore
CBM, Rockwell AIM and Syner-
tek SYM type systems. The small
2 1/2x5 inch board plugs into a
2532 ROM socket. Two control
wires clip to read/write signals in
tlie system and convert the ROM
socket into a 4K video RAM.
Color Chart operates in eight
different modes, ranging from an
alphanumeric 32 x 16 display
with built-in character generator
to a high resolution graphics
mode with 128 x 192 pixels. Up to
eight different colors are avail-
able, depending on mode. Based
on the 6847 video controller,
Color Chart reads information
that the computer writes to video
RAM and translates it into a stan-
dard RS170 type composite video
output. This can directly drive
most color video monitors or can
be used with a RF modulator and
color TV set.
Color Chart can be used to
present independent color
graphics displays on a PET/CBM
while the main screen displays
corresponding text. Business
graphs and game graphics can be
displayed. Color Chart provides
an inexpensive full screen video
display for AIM or SYM and has
been used to convert these
machines into remote computer
terminals.
Color Chart sells for $139.95.
CGRS Microtech
P.O. Box 102
Laiii^horne, PA 19047
(215)757-0284
Disk Utiiity For
The Apple
Central Point Software, Inc., has
introduced The Filer, an Apple
disk utility system for 35, 40, and
70 track drives. The'Filer package
contains a disk drive speed
check, disk drive test, fast copy
program (35 seconds), and a
sophisticated file manager. Op-
tions include: Catalog with space
on disk. Copy Files, Copy Disk,
and Copy DOS, Delete, Lock and
Unlock Files, and Change Boot-
ing Program (name and file
type).
YOU'RE GONNA LOVE THESE ROCK BOTTOM PRICES— HONEST!
SOFTWARE
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A
ATARI
TOP SELLERS
CAhfVON CLIMBER
CENTIPEDE- CART
CHOPLIFTEH
COMMBAT
DATA PERFECT
FRDGGER
GRAPHIC GENERATOR
PAC MAN- CAHT
PHEPPIE
RASTER BLASTER
SHAMUS
SLIME
TEXT Wli^RD II
WIZARD OF WOR
ZORK I. II OH III
AXLON 12eK RAMDISK
MPC 32K MitA MODULE
PROWRITER I PRINTER
WICO JOVSTICK
W(CO REOHALL STICK
29 95
44 95
2495
99 95
34 9&
24 9S
4495
2995
2995
3495
34 9&
99 95
39 95
39 95
S99 00
199.50
795. DO
2995
34.95
21 95
31 95
24 9^
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74 96
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31 95
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24 49
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HARDWARE
4;4iiBI0 Diirk Dtrt
A!*'i67i aO C0fcr>ir PunlB
A[4r>i630 Aifluiv FriMrrf
A I*! ^u'nfl.eil irnwd
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CALL US... W£ CAN HELP!
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fltivt iitiirfi S5 [n5>t * wImmyh ii 5Mi:H '«
sii>aping& har^n; UPS bLi* ltt«r singrviti Ivtnii pkntcili PttfMiddSlQ mSS^wlK^fiiiiriittrii IViftn^pingfr
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tEftMS WE ACCEPT VrSA/MASTEHCARDipiww"
H&iriiior diia cjilw' i th«H pmenji ttm^ I i'tw 1 0 »v6rli.n ««)!
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t N^njinf PiiiullVCLUDE PHON£ NUMBER WIIH ALLOROERS AKil«n>i wr "(m j>i« tirn
Tiotfjctuxf I MH.tnh ^PPt ^iumJI lU CiiaiHi gutrftriH iht mt.tliKirjailiTi al ui) pfuljcl Pucii J.t iiib|KI 9i)
Jk^iJtMIl ind f^lM^ AitNfiut Mlill Cjl Q(PC4 MtoiiClrtg gMd^ It)' 'fP4* d> itpl*Cti^<<t RMA pjrubti rtaumil C(l|««ini,|
r .nJtMiJMB'^ Hi. PiiiM »»nd 3 4 S [ fc fiti i»t»iiis WE CiRflr fr Full LINE OF SDnW4HE fOH 4PPlL flTsm
(S* IflS-ea VIC driDiGM n 1 B7
P.O. Box 1099, 2225 Main Street Juliaa Calif. 92036
Apple Couniry, Ltd. is A DISCOUNT MAIL ORDER HOUSE forihe micro computer industry
and IS a Caljlornsa corpofation not al'iiiaied w:ih Aopte Compuier Inc Apple is a trademark ol Apple Computer inc. Alan 'S a trademark ol Alan Inc
230 COMPint! January, W83
THE MONKEY WRENCH FOR ATARI
rs^^
-^
A BASIC and madiine Sangua^e
programmers aid for 800 users.
Plugs Into right slot and works
with ATARI BASIC. Adds 9 new
direct mode commands in-
cludirig auto line numbering,
delete lines, change margins,
memory test, renumber BASIC,
hex/dec conversion, cursor ex
change, and machine language
monitor.
The monitor contains 1 5 com mauds used to intera d with
the 6502, Some are display memory/registers, disassem-
ble, hunt, compare, hex/dec convert transfer memory .
Uses screen editing.
$49.95
(See the many
reviews.)
ATARI AND PET
EPROM PROGRAMMER
Programs 2716 and 2532 ii
EPROMs. Includes hardware ^^^h||||^_«|
and software. PET = S7S.m- ^^^^^^
ATARI (includes sophisticated '
rttacfiine language monitor) = '.
$119,95 j
VIC PET VIC PET VIC PET VIC PET VIC PET
Are you tired of long w^its ro IoacI <inf1 s^ve on
CflSiette? Like to have the standard LOAD SAVE
plus ^n eatuemely f^st and reliable capability?
Then you need
The Rom Rabbit
NIW1
n^bliir on ROM
C^Mr'ilgeforVIC
C.»r br uveCI with
orherC(«rtticlges
untct hjiijipissy
whiCh iavti witi
•frK\ Ic^r can ycaur
ViC iconnecior
IE ju&t
pfugi m
I Much Msref cassette
lortc1.5^ve
2. Memory test
3 12 commands in^l
VIC
or PET
£39 95
Loflds And i^sve^
^n QK program in
about 30 seconds
Try H - yoyf f*ei
or V\C normally
tjkei 3 minures'
Qu^niity
Oiscoynis for
educaiion^i
in'i[iru[iDn$
MC
${>Kilv3 0{?00l PETl
D<« 0(4001 3f B03?|
O'VIC
PET TERMINAL SOFTWARE
A buy you RS-232 users can't pass-up. Includes
RS'232 hardware with a sophisticated software
package. May be controlled via keyboard or from
BASIC. A super buy. $129.95
More than just an Assembler/Editor!
\
It's a
Professionally
Desigrted
Software
Development
System
A
MB
MAE
for
PET
APPLE
ATARI
$169.95
Blast off with the software used on the space
shuttle project!
■ Oevgnwj to inxKOvr Prdgrlfnmer PiMuctivilv
■ SjmUr syntu vtti comrrunds - No rwM to rdorn peculiar
sr^lves aiKj convnands mtwi you go trom PET to APP1.£
10 ATARI
p Corniaent AsMmftter/EiJitof - Ho riKi to tend ttw Editor tiien tiie
Psstmbitr tVtn trie Edrtoi. etc
■ Also ncludH word Procnsw. RetociWift LdtUr. and much
■ Opttyw EPflOM Ptogramrnr, unitnolemented OKOde CMVJOPf
■ STiLt. NOT CCWVINCJO SmoiwireescKsiwi'
5y4lNCHS0R
SECTORED DISKEHES
Highest quality. We use them on
our PETs, APPlEs, ATAFIs, and other
com£iJtBrs, «22.50(10 or $44.50f2D
PrQwniei Printer ' Excellent (Jo! matnie pnni Parallel = S4&9 DO
Serial = 5600 00 IE£E = S589 DO
DC Hayes Sman Modem = S235 00
DC Hayes Micro Uode.Ti II = S289 00
Hani Oisk Drive -375
J Drive Canlroller - 114
EPFIOWS 2716 = S6 50. 2532 = SI? 50
Over 40 Commodore Programs By Baker ton 4040) - S25 00
3239 Linda Dr.
Winston-Salem. N.C. 27106
{919)924-2889 (919)748-8446
Send for free catalog!
(MostwrCofd
Avn
^TECHNICAL
PSALES
ATARI Special of the Month
800 48 k
Now ^659.
ATARI 810
Disk Drive
" MnnDTiiiiiiM?!"^^'
NEW PERCOM
Disk Drive
for ATARI
IN STOCK
m^iFRAM9a.m
CompitibiB with ALL
APPLE If Soltwire & Hardware
STANDARD FEATURES
• 64K RAM
•UPPERS, LOWER CASE
•50 WATT PWR. SUPPLY
• NUMERIC KEYPAD
• ALPHA SHIFT LOCK
• BUILT IN FAN
'Appli II is a trademark ol Agpli Computir Co.
PRINTERS &
PERIPHERALS
C. ITOH 851C PROWRITER $495
STARWRITER F-10
SMITH CORONA TP-1
OKIDATAa2A
PERCOM 1st DRIVE
PERCOM 2nd DRIVE
SIGNALMAN MODEM
BOX 10 DISKETTES
CALL TOLL FREE
1-800-343-0854
FOR ORDERS ONLY
C%, commodore^
VIC-20
OUR LOW
\ PRICE
1J$184
1525 PRINTER $339
1540 DISK DRIVE 365
OTHER VIC-20 PRICES
ON REQUEST
WICO
JOYSTICKS &
TRACKBALLS
ON SALE
"CALL**
LOW, LOW
SOFTWARE
PRICES
FOR ALL
COMPUTERS
A argi^^ Technical Sales
AW ■ ■_ 281 Needham St.. Newton, MA 02164
ASM ■ ^P Out of State 800-343-0854—
In MA 617-969-1799
Do not send cash. Personal ctiecks lake two weeks to clear. Add 3% lor
MasterCard or VISA. Add shipping charges to all orders. We cannot ship
to P.O. Box. Delivery subject to availability. Prices may change without
notice. In-store prices may vary. Not responsible for typographical
errors. Minimum charge for shipping and handling is S3.95.
IN STOCK ITEMS SHIPPED WITHIN 24 HOURS
WE MEET OR BEAT ANY CURRENTLY ADVERTISED PRICE. CALL FOR PRICES
/
The suggested retail price is
$19.95. Available at computer
and software stores or direct
from:
Central Point Software. Inc.
P.O. Boxl9730-#2(B
Porthmd, OR 97219
(503)244-3782
Word Processing
On Commodore
VIC And 64
A full-featured, letter quality
word processing package is avail-
able for the Commodore VIC and
64 computers from Quick Brown
Fox.
With this package, a user can
edit even with the VIC's standard
22-column width. Features in-
clude full line and global edit
capabilities, text moving,
boilerplating, tab and margin set-
tings, right justification, and pro-
portional spacing. Quick Brown
Fox also automatically reformats
edited text, without using the
paragraph-by-paragraph
method.
The cost of the package is
$65.
With Quick Brown Fox soft-
ware, a user can put together a
workstation that includes letter-
quality printing, 80-column dis-
play, and ample internal and disk
storage.
Quick Brown Fox
548 Brondicny, Suite 4¥
NewYork,NYW012
(212)925-8290
Space Game For
Atari
K-Star Patrol is a game which has
space ships confronting alien at-
tack ships and an intergalactic
leech. The package, with
graphics, contains one ROM Car-
Sit Back With
SIDEWRITER
The Auxiliary
Keyboard for the
"Atari 400 or 800'%
which gives you the
advantage of a
Portable full stroke
keyboard.
Whether you use
the Sidewriter as a
second point of
entry or you just wish to sit back with your feet
up, the Sidewriter goes where you go to give you
the most from your Atari computer.
FOR
INFORMATION
CONTACT:
SONICS
INC.
14416 S. OUTER 40 RD. / CHESTERFIELD, MO. 63017
(314) 434-0433 DEALER INQUIRIES INVITED
K-Stnr Patrol, space gauie from K-Byte.
fridge and a 12-page, full-color
instruction booklet with com-
plete rules of the game. The car-
tridge fits Atari 400 and 800 per-
sonal computer systems.
For more information on K-
Star Patrol (Model No. ATR1002)
and other computer games and
products, contact:
K-B}/tc
Divisioii of Kny Enterprises Co.
1705 Austi)! Street
Troy, MI 48084
(313)524-9878
Color Computer
Expansion Unit
Maple Leaf Systems announces
the Multiport, the first multiple-
slot expansion unit for the Color
Computer. This device allows
simultaneous connection of up to
four separate Color Computer
compatible peripherals. For ex-
ample, a disk, modem, program
cartridge, printer, and clock car-
tridge can now be on-line at once.
The computer can switch be-
tween peripherals under soft-
ware control, allowing one pro-
gram to access any or all of the
peripherals at any time.
The Multiport is a powerful
hardware circuit which allows
selection of any of the four soc-
kets with a simple POKE com-
mand. It connects directly to the
expansion port of all models of
the Color Computer.
The Multiport comes com-
pletely assembled and tested.
fc«-«|f »■•■•■*■ » ■ ■ ■'■'■^■^^■^a »»»■■■■ gr
*
iATARri
800 COMP. (48K) . . $61
• PERCOM D/D DISK DRIVE . . $559
810 DISK DRIVE ..
. . $428.00
410 RECORDER ...
.. $74.00
850 INTERFACE ..
. . $164.00
4D0C0MP(16K) ..
. . $265.00
ENTERTAINER ....
.. $66.95
COMMUNICATOR .
. . $298.00
BOOKKEEPER KIT .
. . $169.00
32K RAM (Mosaic) ..
32)( RAM (fntec) ....
48K RAM (imec/400)
RAMDISK
SIGNALMAN MK II ..
WICO JOYSTICK ....
WICO TRACKBALL . . .
9.00
00 •
. $99.00
$69.00
$139.95
$425.00
$78.95
$22.95
$48.95
SUPER DISCOUNT SOFTWARE
ADVENTURE INTERNATIONAL
RBarQuard(D| S16.95
Adventures (par sell (D) .... S28.95
Adventures t-12 Each Id ,.$17.95
PreppielC/D) 119.95
War(01 S16.96
APX
Eastern Front 1941 |C/D) . . . S22.95
Fam. Cast! Flow (D) S16.95
747LandmgSlm. (C;D) S16.95
ATARI INCORPORATED
Microsoft Basic |D) S65.95
MacroAssem. &Edltor(D| .$64.95
Assembler Editor (Rl $44.95
Basic Cartridge |R) S44.9S
PacMan(R| $32.95
Centipede |R) $32.95
Caverns of Mars (D) S27.96
Missile Command (R| $25.95
Star RaidersfR] $32.95
Asleroids(R) $25.95
Conversational Lang. Ea.(C| $43.95
Music Composer (R) $29.95
Super Breakout (R) $26.95
ComputBr Chess (R) $26,95
Ikly First Alptiabet ID) S25.50
Programmlng2&3[sa.)(C) . $21.00
Word Processor (0) $107.00
Pilot (Educl S9B.00
Home File ManagerfDl ..,.$38,95
Bookkeeper Program (D) . . . 598.95
AUTOMATED SIMULATIONS
Invasion Orion (C/D| $16.95
Rescue at Rigel (C/D) $19.96
Tsmple of Apshai (C/D) .... $26.95
Slar Warrior (C/D) $26.95
Dateslones of Ryn (C/D) . . . $14.95
Dragon's Eye (D) S19.95
Crush CfumberCti. (C/D) ...119.95
AVALON HILL
Empire of Overmind (D) .... $22.95
Voyager(D) S17.95
B-1 Nuclear Bomber (C| S11.95
Lords of Karma (C) $14.95
Tanktics(Dl St9.95
BRODERBUND SOFTWARE
Apple Panic (C/D) $19.95
Star Blazer $21.95
Choplifter{D) $22.95
Davids Midnight Magic (D) .$22.95
HI RES Deadly Secrets ID) .$22.95
Stellar Shuttle (C/D) $19.95
DATA SOFT
Text Wizard 11(D) $64.95
Spell Wizard (D) $52.95
Canyon Climber (D) $19.95
Pacific Coast Hwy (D) $19.95
EDU.WARE
Compu-Read(D) . $20.95
Compu-Malh Frac. (0) $27.95
Compu-MalhDec.(D) $27.95
Compu-RBad(C) $13.95
INFOCOM
ZorkKD} J26,a5
Zork II (Dl 126.95
Deadline{D) $33.95
JV SOFTWARE
Action Quest (C/D) $19.95
Ghost Encounters (C/D) ... $19.95
K-BYTE
K-Razy Shootout (R) $33.96
K-Star Patrol (R) $33.95
K-Razy Kritters (R) $33.95
K-Razy Antics (R) $33.95
K-OoslD) $58.95
ON-LINE
HI RES Wiz& Princess (D) .. $21.95
Crossfire (C/D) $19.95
Frogger (C/D) $22.96
Threshold (0) 126.95
Ullimal(D) $26.95
Ultima 11(0) $38.95
The Next Step (D) $26.95
OPTIMIZED SYSTEMS
Basic A -f (D) $58.95
OS/A -(-(D) $58.95
Speed Bead Plus (D) $42.95
nOKLAN
Deluxe Invaders (D) $22.95
Deluxe Invaders (R) $26.95
Gorl (D) $26.95
Gort (R) $29,95
Wizard of Wor (D) $26.95
Wizard of Wor (R) $29.95
SIRIUS
Space Ebbs (0) $19.95
Sneakers (D) $19.95
WayOutiD) S26.95
STRATEGIC SIMULATIONS
TheShatleredAlliance(D) . $26.95
TieersinTheSnowlC/O) . ., $26.95
Battle of Shiloh (C/D) $26.95
SYNAPSE SOFTWARE
File Manager 800 -f (D) $64.95
Protector (C/D) $22.95
Shamus |C/D) $22.95
Nautilus (C/D) $22.95
MISCELLANEOUS SOFTWARE
All Baba 4 40 Thieves (D) ,.$21.95
Crypts of Terror (D) $22,95
Dr. Goodcodes Cavern (D) .$19,95
Masief Type I D) $26.95
Pool 1.5(D) $22.95
Raster Blaster(D) $19.95
Sam (D) $40.95
Sammy the Sea Serpent (C) S12.95
Warlocks Revenge (D) $23.95
Visicalc(D) $168.95
3-0 Supergrap hies (C/D) ..,$28.95
DISK C = CASSETTE R = ROM (CARTRIDGEi
VIC-64 - CALL
VIC-20 $178.95
1530 RECORDER .... $58.95
1525 PRINTER $296.00
1540 DISK DRIVE ... $298.00
VIC16KRAM $87.95
PRINTERS
NEC8023A-C $469.00
SMITH CORONA TPI . $589.00
AXIOM GP-100 $269.00
MONITORS
BMC12"GRN $83.95
BMC 13" COLOR .... $269.95
FREE PRICE LIST THE above prices are for prepaid orders
Add 52. OO Shipping per software order anywlierfi in
US Non-U S sDltwarB orders, add $5 00 Hard-
ware Shipping, call for cost Calil. residents add
6'*'/« sales tai Cashiers Checks or Money Orders
tilleC ^me day Personal checks require 4 weeks to
clear. Muter Cird and Vlii OK for loftwtre only,
idd 3S lurcluiga. Include card no , expiration
date and signature Prices suhjed to change
COSMIC
COMPUTERS
UNLIMITED
ORDER LINES OPEN
MON-SAT 6 am - 9 pm
228 N. PROSPECTORS RD.
DIAMOND BAR, CA. 91765
(714)861-1265
/ITARl IS A TRADEMARK OF ATARI, INC
ll^»-»»« » aWg-gB ■ ■ ■■■»■■««■■■■■■ »■»■■*
VORK 10
■itBASF-DPS
WORLD STANDARD TAPE
MONEY BACK
GUARANTEE
PREMIUM S-SCREW
SHELl- FITS ALL
STANDARD nECORDERS
COMPUTER GRADE
BLANK CASSEHES
DATA TRAC / C-05, C-10, C-20
CASSETTE STORAGE CADDY
ORGANIZE
YOUR TAPES!
$2" EACH
»
INTRODUCTORY OFFERl
ORDER 2 DOZ CASSETTES AND 1 CADDY
GET 1 CADDY FREE! rXM'l^nT.M""
«
HE5!:^*A'y'ABOUtVOBK
'^'^t:^:^:^"
USERS
SAV'
, outp"'
to the
213/710-1430
10 CASSETTES;
MadisOl' 'you'VE TRIED THE REST.
NOW BUY THE BEST"
lor IMMEDIATE SHIPMENT
on Credit Card Ordwt.
ORDER NOW . . . VORK lO'ComputerujQfe'
MAIL TO: 211573 Kitlndge St . #C0, Canoga Park, CA 91307
»»■■-■ ORDER FORM -■■««« a m
Each cassette
iticludesiwo VDRK
10 labels only
Boies are sold
separately Ship-
ments are 6y
UPS inlesE
Parcti Post re-
quested Boies
caddies, and Olanh
labels are tree ot
shipping charges
when Ordered m]h
cassettes Wnen
oidered wiinour
cassettes ishccpmg
charges Boxes-
Si 00/301 .
Caddies SI 00
eacn MiliiMuM
SHIPPING/
HANDLING QN
ANY ORDEft-
S2 00
rTEH 1 DOZEN 2 DOZEN
TOTAL
C-05 a 7,50 3 13 50
C-10 C 8» Li K-*"
C-20 □ 10.00 □ IBOO
Hard Bo. □ 2 SO L] 4 00
Storage CacWy @ S2 95 sa Ouanlity
FREE Oijanlity
Blank labals D < 007100 Q 30.0071000
SUB TOTAL
Calii. residents aM 6% sales lax
Stii|>ping/hanOJ,ng 1 doi S2. 2 Cor £3 50.
3 doi M 50 eacii addilional doi i 50
For Parcel Posi instBad of UPS ADD Si
IDutside Conlinenlal USA, ADD $2
TOTAL
Check or M.O. Cherg* to
enclosed C Credit Card: Q VISA D MASTEflCAnD
3 PLEASE SEND QOAMTITY DISCOUNTS
Card No.
Exp.
Name
Address
Citli
Stale/Zip
Signature
Computer make & model
.Disk?{y/n)_
with full instructions, for $99.50.
Maple Leaf Systems
P.O. Box 2190, Station 'C
Downsview, Ontario Canada M2N 239
Music And Sound
For The Apple ll/li +
Passport Designs has added
Turbo-Traks to the expanding li-
brary of software available for the
Soundchaser Computer Music
System.
The Soundchaser package,
for the 48K Apple 11+ with one
disk drive, includes a polyphonic
synthesizer, multi-track recorder,
computer-aided instruction de-
vice, and realtime music trans-
criber. It may be purchased as a
complete analog/digital system
(suggested retail price, S1450) or as
individual modules. Manuals are
available separately for 58 each.
Tufbo-Traks includes a 16-
The Soundchaser Computer Music System.
track digital recorder that simu-
lates an analog tape deck. It also
has a variable number (up to 16) of
oscillators per voice, sync to tape
or drum machine, and extended
recording time. Turbo-Traks is a
live performance synthesizer and
16- track recording studio all in one
package.
Another recent release of
Passport Designs is Kaleido-Sound,
^ c M^ tB leQitimate oner
Ca» P."'>-C'^' ^Hi^SHiiHHa^B'M stock items.
Technics Sl3 ™ "^ ^e deck ,' ^,.l Prices s""'^^ ^c SELL-
^c, Ai«a ^""^ ,nST SOME OF TH^Tg^bishT ^^^^ wag^avox
Pioneer __^_, ^^ ■ im«*;^Z— —
a realtime graphics program that
synchronizes to any audio input.
TTie four full-color kaleidoscopes
change color, pattern, and loca-
tion on a CRT monitor, television,
or video screen as the music
changes frequency and loudness,
Kaleido-Sound (including connect-
ing cable) has a suggested retail
price of $39.95.
Passport Designs
116 North CabriUo Hun/.
Half Moon Bay, CA 94019
(415)726-0280
EPYX Expands Line
OfViC-20Sof!wqre
EPYX has released two new ac-
tion games. Crush, Cniinble and
Chomp! and Rescue at Rigel, for the
VlC-20.
Crush, Crumble and Chomp! , a
movie monster game, lets the
player assume the role of any one
of six hungry man-eating beasts
in more than 100 possible
scenarios. To satisfy his enor-
mous appetite, the player snacks
on his opponents, while doing
battle with National Guard
tanks, infantry, helicopters, and
even a team of mad scientists.
The player can wreak havoc on
any one of four major cities -
New York City, San Francisco,
Tokyo and Washington, D.C.
Rescue at Rigel, a space ad-
venture, takes the player into a
maze-like, six-floor, 60-room
complex inhabited by an alien in-
V^eartland Software
^^ 1983 Specials
We Stock
Broderbund
Synapse
Avalon Hill
On-Line
Datasoft
Big-Five
Sirius
APX
PDI
JV Software
Strategic Simulations
Automated Simulations
Adventure International
New Games Arriving Every Day!
[appkz
Call For Information
AATARI
TRI-60
Title
list Our Price
Title
List Our Price
Title
list
Our Pfice
Action Quest
29.95
23.95
Frogger
34.95
25-95
Ricocliel
1995
15.95
Adventure 12-Pack
12995
lOO.OQ
Galaity Invasion
15.95
12.95
SAGA 1-12
39.95
29 95 ea
Androtieda Conquest
23.00
18.95
Genetic Dnlt
29.95
23.95
Sammy Ttie Sea Serpent
16 95
13.95
App!e Panic
29.95
23.95
Graphics Composer
39.95
29.95
Scar'man
19.95
15.95
B-l Nuclear Bomber
16.00
12.95
Ghost Encaunlei
29.95
23-95
Serpentine
34.95
27.95
Battle oiShiloh
39,95
29.95
Invasion Orion
24.95
18.95
Sea foi
29.95
23.95
Clam Jumper
34.95
27.95
K-Raiy Stiooloul
49.95
37.95
Stiamus
34 95
27,95
Commbat
24.95
19.95
Labyrintti
2995
23.95
Stiooling Arcade
29.95
23,95
Coni/oy Raider
16.00
12.95
Legionnaire
35,00
27.95
Slinie
34.95
27,95
Cosmic Balance
39.95
29.95
Micropainter
34.95
27.95
Soltporn Adventure
29.95
23-95
Crossfire
29.95
23.95
Mission: Asteroid
24-95
18.95
Space Eggs
29.95
23-95
Curse ol Ra
19.95
15.95
Moon Base 10
2995
23.95
Star Blazer
31.95
24,95
Cyclod
29.95
23.95
Morloc's Toiver
19 95
15,95
Star Wariior
39 95
29 95
Datestonesof Ryn
19,95
15,95
Mousekattack
34.95
27,95
Stellar Escort
!595
12.95
Deadly Secrets
34.95
27.95
Midway Campaisn
16.00
12-95
Stellar Shuttle
29 95
23.95
Deadline
49.95
37.95
Nautilus
34.95
27,95
Super Nova
15 95
12.95
Defense Corrmand
15.95
12.95
OK Galaxy
20.00
14.95
Tanktics
2400
18.95
Dnieper River Line
30.00
24.95
Pacific Coast Hwy
29.95
23.95
Temple Of Apstiai
39,95
29.95
Dodge Racer
34,95
27 95
Protector
34.95
27,95
TeitWiiard
99 95
75.95
Dog Daze
22,95
19.95
Preppie
29.95
23.95
TigEis 111 The Snow
3995
29,95
Eastern Front
29,95
23.95
Reptilian
34.95
27.95
Irack Attack
2995
23,95
Fort Apocalypse
34.95
27.95
Rescue At Rigel
29.95
23.95
Visicalc
250,00
199,95
1.
[ndicate type
ot'computt
r, disk
or cassette.
Make Checks a
nd Money Ord
iTH
pavabi
? to:
! For fast cU'livt'ry. send L
ertified Check
HEARTLAND SOFTWARF
DISTR.
or Money Ore
er.
P.O. Box 255
17
Personal crhec
C.O.D. oi'deiM
ks re<iuire
two weeks to prot-ess.
Cleveland, Ohio 44125
udd$i.r,o.
Ohio Rt
sidents
add (i.ryJii Tax
Master Chart,
e or Visa ii
rders add ;^"l.
(21t5l(i41-,=iOrin
(Include all I'niliiissed in
ftirmation ()n card)
Order L
inesOpen 10 a.m. - 9:00 p.
in. Mon.-Fri. |
Add $2.00 shi
npinn and iiandliiit;.
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end $1.00 fo
r complete
catalog
3
m
6»^ F
Apple IS a Rtgisrereo TiademSfh OT Apple Campuler. Inc Atari is a
legistereO Tracemark ol Ala
Inc
1^ k
TRS-80 IS a Hegisteieo Trademark ol ttic Radio snack Division ot Ta
ndy Corporaliori
^^^^^^
^^^^^
Mta
Bi^^
HHH^HHHII^HIl
■i^BH
^H^H^B^HH
^
HI^B^B
iO
iO
o
1
[
tH
\
^
^
sectoid mcc, the Tollah. As Sud-
den Smith, the player has 60 min-
utes to find ten humans held cap-
tive inside the labyrinth and
beam them up to a rescue ship.
During the mission, the
player is up against hostile Tol-
lahs, two types of armed robots,
a huge amoebic slug called a
plasmoid, and a dangerous six-
legged cerbanth. The player
must find his way through the
alien complex and rescue the
prisoners - all in one hour.
Crush, Crumble and Chomp!
and Rescue at Rigel are available
on cassette for the VIC-20 (16K
expander ret]uired), Atari 400/
800 {32K), and TRS-80 (Level II,
16K), and on disk, for the Atari
400/800 (32K), Apple (48K with
Applesoft in ROM), and TRS-80
(TRSDOS 32K). The suggested
retail price is S29.95.
EPYX / Aiitonintai SiinuIiHioii?, Inc.
1043 Kiel Court
Suumroale, CA 94086
Futuristic Game
For The Apple
Interactive Fantasies has released
Empire II: hitersiellar Sharks, the
second system in its Empire Gam-
ing Trilogy. InlenlcUar Sharks is set
in a futuristic civilization at the
height of its material prosperity
and monopolistic bureaucracy.
The game system provides a
bureaucratic jungle; the player
must navigate through webs of
red tape and sur\'ive the some-
times clandestine dealings of big
monopolies to achieve, not
wealth, but the rewards of wealth.
The player's ultimate goal is buy-
ing and outfitting his own space-
craft.
A manual and a softcover
novella accompany the system. In-
terstellar Sliarks is available in
Applesoft, 48K, DOS 3.3, and re-
tails for $32.95.
Interactive Fantasies
P.O. Box 22222
Agoiira, CA 91301
(213)706-0661
236 COMPWtl! Jonuarv.1Q83
CALENDAR
March 10-12, 1983. National con-
ference on the Use of Microcom-
puters in Special Education,
Hartford, Connecticut. Program
chairperson: Kathleen M. Hur-
ley, Vice President of Research
and Development, Developmen-
tal Learning Materials, Inc.
(DLM), Allen, Texas. The confer-
ence will focus on the use of
microcomputers in special edu-
cation programs, and on adapta-
tions and creation of software
programs for specific exceptional
needs. For further information,
preregistration and housing
forms, contact: John Grossi, Con-
ference Manager, The Council
for Exceptional Children, De-
partment of Field Services, 1920
Association Drive, Reston, VA
22091 .
March 14-15, 1983. Seventh an-
nual conference of the Michigan
Association for Computer Users
in Learning, Dearborn, Michi-
gan. Features sessions with Ar-
thur Luerhman, Ramon Zamora,
and David Moursund. It is ex-
pected to attract over 2,000
educators from the midwest. For
information, contact: Betty Van-
denBosch Shaw, Coordinator of
Mathematics, Flint Community
Schools, 923 East Kearsley, Flint,
Ml 48502. (313) 762-1007.
March 17-19, 1983. Third annual
Microcomputers in Education
Conference - "Forward to the 3
C's: Communicating, Calcu-
lating and Computing" - di-
rected by Paul Field, Chris Titus,
Jon Titus, and David Larsen.
Arizona State University,
Tcmpe. A variety of workshops,
demonstrations, and presenta-
tions is designed for anyone in-
terested in innovative microcom-
puter applications in education.
For information and registration
materials, contact: Marilyn Sue
Ford, B-47 Payne Hall, College of
Education, Arizona State Univer-
sity, Tempe, AZ 85287. (602)965-
3322 or (602)965-7363.
March 21-24, 1983. Workshop:
Personal Microcomputer Inter-
facing and Scientific Instrumen-
tation Automation. S595. The
workshop is hands-on, with the
participant designing and testing
concepts with the actual
hardware. For more information,
call or write Dr. Linda Leffel,
C.E.C., Virginia Tech, Blacks-
burg, VA 24061. (703)961-4848.
April 28-30, 1983. Ed • Com/
Spring '83, national computer
conference and exposition for
educators of all levels.
Washington, DC. Nationally rec-
ognized educators to address,
evaluate, and analyze the de-
velopments of computers in edu-
cation in more than 300 session
hours featuring demonstrations,
seminars, hands-on sessions,
panels and MicroCourses. There
will be exhibits of hardware, soft-
ware and publications. For infor-
mation contact: Carol Houts,
Judeo Computer Expos, Inc.,
2629 North Scottsdale Road,
Suite 201, Scottsdale, AZ 85257.
(602) 990-1715 or (800) 528-2355
outside Arizona.
COMPUTE! wclcontes tiotices of itp-
coiiiii!\^ evoits and requests that the
sponsors send a short description, their
name and phone number, and an address
to which interested readers may write for
further information.
Please send notices at least three
months before the date of the event to:
Calendar, P.O. Box 5406, Greensboro,
NC 27403.
Ncip Product releases are selected from sub-
missions for reasons of timelitiess, nvailnble
space, and general interest to our renders. We
regret that we are unable So select nil neio
product submissions for publication. Readers
should be aware thai we present here some
edited version of material submitted by ven-
dors and are unable to vouch for its accuracy
at time of publication. ^
Lpco Computer Marketing & Consultants
TO ORDER
CALL US
TOLL FREE 800-233-8760
In PA1-717-398-4079
ATARI
SPECIALS
810 Disk Drive ... $429.00
32KRAM $ 79.00
40032KRAM ...$179.00
800 48K... $539.00
PERCOM : In Stock
SingI* Driw CALL
Dual Driv« CALL
(RHd all Atari OltJ(»)
PRINTERS
Okldala82A »4T9.00
OkldataB3A »719.0O
Okldata84 11069.00
CItOh CALL
Prowrltar I $499.00
Prowritar II , CALL
SMITH CORONA TP-1 .SB2S.00
NEC CALL
llntarlacins Avallabia)
JOYSTICKS : In Stock
Atari CX-40 SI 8.00
LaStick S34.00
WICD Command Control S24.0O
WICO RED BALL J27.9S
STICK STAND S 6.75
Computer Covers
«» se.a9
«» S6.99
S'O se.99
DISKETTES : In Stock
Maiaii MOi . . .(10) (34.00
Maiall MD2 . . .(101 $44.00
Elaphanl . . .(1 0( $21 .00
THIRD PARTY SOFTWARE
ATARI PROGRAM EXCHANGE
Easlarn Front 1941 ...S2S.&0
Aoalancha ..•IS.W
Outiaw/Howitiar (15.50
DoflOata (15.50
Wizard ol War (31 .00
Goft (31.00
Froggar (26.00
BUSINESS SOFTWARE : In Slock
Atari Word Procaaiing (i 09.00
Lattar Parfact (129.00
Tait Wizzard $ B9.00
Oalaaam/es (lasioo
lnt«rtitp $125.00
MonkayWranch g 42,00
Lttllity Ditk f 3e.!>0
Ultimata Ranurnb*r f 15.50
ATARI HARDWARE
410Ca*aatta Nacomar . . (T5.00
825 Printer (585.00
830 Ptwna Modam (149.00
850 Intartaca (184.00
PACKAGES
CX4ei Efllartainar (89.00
CX4a2 Educator (135.00
CX4S3 Progrsmmar ..(49.00
CX4e4 Communicator (325.00
SOFTWAflE
CXL4012 MISSILE COMMAND (28.75
CXL4013 ASTEROID (28.75
CXL4020 CENTIPEDE $32.75
CXL4022 PACMAN $32.75
CXL401 1 STAR RAIDER $34.75
CXL4004 BASKETBALL $26.75
CXL400e SUPER BREAKOUT $28.75
CXL400a SPACE INVADER $28, 7S
CX8130 CAVERNS OF MARS $31.75
CX41 Oa HANGMAN $12,75
CX4102 KINGDOM $12.75
CX4112 STATES A CAPITALS (12.75
CX4114 EUROPEAN COUNTRIES. (12. 75
CX41 06 GflAPHIT (1 6.75
CX41 21 ENERGY CZAR (1 2.75
CX41 23 SCRAM (1 9.75
CX4101 PflOGRAMHING I $19.75
CX4106 PROGRAMMING II (22.75
CX41t7 PROGRAMMING III $22.75
CXL401 5 TELELINK $21 .75
CX4119 FRENCH $39.75
CX4118 GERMAN $39.75
CX41 20 SPANISH (39.75
CX41 20 SPANISH (39.75
CXL4007 MUSIC COMPOSER (33.75
CXL4O02 ATARI BASIC $45,75
CXai26 MICROSOFT BASIC $65.75
CXL4003 ASSEMBLER EDITOR $45.75
CX8126 MACROASSEMBLER $69.75
CXL40ie PILOT HOME $85.75
CX405 PILOT EDUCATOR $99.75
CX415 HOME FILING MANAGER $41.75
CX414 BOOKEEPER $119.75
NEW RELEASES
CHOP LIFTER $27,75
APPLE PANIC $23.75
PREPPIE $19,95
ATARI
A nkmar Ccnvnuncationi Company
THIRD PARTY SOFTWARE
for atari 800 or 400
KBYTE
KRAZY SHOOTOUT $35.00
K-DOS $65-00
KSTAR PATROL $37.75
K-RAZr ANTICS $37 75
KRAZY KRITTERS $37.75
O-BALL JOYSTICK KIT $6,75
AUTOMATIED SIMULATIONS
Star Warrior (28.00
Cruah. Crumbla 1 Chomp (23.00
WE CAHRV MANY OTHER THIRD PARTY PRODUCTS
YOU CAN CALL FOR PRICES ON AND ASK FOR
rOUR FREE ATARI PRODUCT CATALOG.
POLICY
In-Stock items shipped within 24 hours of order
I Personal checks require four weeks clearance
I before shipping . PA residents add sales tax.
I All products subiect to availability and price
I change. Add 4 % for Mastercard ar^d Visa.
V1C-20 $189.00
VIC1 530 DATASSCTTE (67.00
VIC1540 DISK DRIVE (499.00
VIC1515 PRINTER (355.00
VIC1210 3K RAM (35.00
VIC1110BK RAM (52.00
VIC1211ASUPER EXPANDER $53.00
VIC-20 SOFTWARE
VIC1212 PROGRAMMER AID (45 00
VIC1213 VICMON (45.00
VIC1 90e SUPER ALIEN (23. 00
VIC1914 ADVENTURE
LAND ADVENTURE (35.00
VIC1 91 5 PRIVATE cove
ADVENTURE (3900
ViC1916 MISSION IMPOSSIBLE .. (35.00
VICl 91 7 THE COUNT ADVENTURE .... (3S.OO
VIC1919 SARGON II CHESS $35 .00
THIRD PARTY SOFTWARE
ALIEN BLITZ $21.00
Omaga Raca $35,00
Gorl $32.00
ieKRAM/ROM $99,00
AMOK $21.00
SUPERHANGMAN $16.00
SPIDERS OF MARS $45.00
TO ORDER
CALL TOLL FREE
800-233-8760
In PA 1-71 7-398-4079
or send order to
Lyco Computer
P.O. Box 5088
I Jersey Shore, PA 1 7740
jS^S^Mi'SiSM^
PRODUCT MART
PROGRAMMING A VIC" 20?
Beginner or Expea
PAL
(D Programmers Aids
and Logs
Can Help YOUl
Look «tiai VOL/ get!
• EZ KEY Quick Guide lo all keys, pokes, re^er^es
CHRS. se! 1 - set 2
• FULL COLOR color combination chan
• EZ GRAPH grapnics programming aid
• LOTS of lear-oot SCREEN LAYOUT lorms and
^nous prograrTiming iotms and v^-odtsheets
• BASIC- LY EZ condensed basic dicnonary
• SOFTWARE ft HINTS Log Sheets
• TAPE CASSETTE Log Book and MOREl
EVERYTHING YOU NEED FOR
EZ Proorammingl
Send $9.96 + SI -50 shipomg (CA res add 6% lax)
Check- Money Order, Bankcard - no C.O.D.'s to:
PM PRODUCTS
4455 TorTance Blvd.. #177. Torrance, CA 90503
^ dealer inquiries invited iz
VIC- ED
We are dedicated to supporting the VIC-20 and &1.
Write for a FREE CATALOG containing all our products
NEW ITEMS.'
UPA-20 Standard Centronics Cable $19.95
Driver Listing Included!
UCA-20 Universal Cassette Cable $19.95
Use any cassette machine!
16K RAM/ROM Board Jumpered for any 8K block
Socketed Board with support chips S18.95
Populated with 8K S49.95
Populated with 16K S79.9S
2732 EPROMs lor RAM/ROM Board @S7.50
3 Slot Memory Port Expander $14.95
SOFTWARE
WORDWIZ for the Unexpended VIC-20 . . . $14.95
A nice small Word Processor
Mailing List requires BK minimum $14.95
Sorts, selects, and prints labels
==5FREE DISASSEMBLER PROGRAM
when you send (or our FREE CATALOG, Please specify
make and model computer with your request.
WORLD ELECTRONICS
177 27th Street
Brooklyn, N.Y. 11232
A Division of World International Trading Corp.
a
^* VIC-20 *\
GAMEMASTER
4 games on 1 cassette for SK V(C-20
BACKGAMMON
A great game! Our best seller.
BLACKJACK TUTOR
Not just a game! Teaches best strategy.
MAZE-MAN
Munching action. Key or joystick.
CHECKERS
A defensive game.
$29.95
8K BACKGAMMON
4 Levels with Doubling.
S19.95
24hrOrder line: 1(313) 4S6-85B1
Send check or moriey order plus 50C to:
Visa - RAR-TECH - mc
Box 761, Rochester, IVIichigan 48063
^\ "vic-Registered Trademark of Commodore f
-=^^^^ PERSONAL PERIPHERAL
iprp I PRODUCTS presents:
^^SPEAKEASY
VIC-20
SPEECH
VIC-2D
SPEECH
CARTRIDGE & "VOCAL CHORD"
SOFTWARE $54.95
Watch rnajO! software houses lor pro-
ducts whicti are decoaed lor SPEAKEASY
ALSO: BARE BONES BOARDS
I6K Ram Expander For VIC-20 Kil $54 95
Assembleij & Tested $69.95
3 Slot Expansion Board for VIC-20
Switched and Fused Kit $29 95
Assembled & Te.sted S39 95
ADD S2 OC TotJl Ortlfi Hflndling/lll Hesitlenls Ma 6'* Srfles t,i.
. PERSONAL PERIPHERAL PRODUCTS
ngm P 0 BOX 3423 pzi
' 1 FOX VALLEY MALL ^--^
AURORA. IL 60505 • (312) 961-3347
VIC IS A TRADEMARK OF COMMQDOflf:
VIC-20
I
VIC.ZO INTERFACING BLUE
Did you Isnow that your V
control a gae toy motor so effectively that it
rjns like a precision maclitne? Or that you can
build an accurate digital thermometer using
the VIC and four parts costing less than S5?
These and ottier 18 interlacing projects
selected lor useluiness, ease of construction
and low cos! are detailed in the ViC-20 Inter-
facing Blue Book, a veritable gold mine of prac-
tical information on how to build a variety of in.
terfaces for your computer.
Projects include; Connecting VIC to your
stereo; Piclipioof digital locl<: Capacitance
meter; Liquid level sensor; Telephone dialer;
Voice output; 8K/16K RAM(ROM expansion;
128K RAM expansion; 8I31I precision D/A; B.bil
a;D converter; MX-30 interlace and more.
Written by a college professor in a friendly
and informative style, the Biue Book gives you
theory of operation, schematics, program
listings, parts list, construction hints andr-j
sources of materials for each one of the 20 pro- B
jects. 1^
If you want to get the most out of your VIC
this boot; is a must. Cost isll<.95(less than
75t per proiectl). Price includes postage
micrnsignal oepic
P.O. BOX J2
MILLWOOD NY
postage. •
238 COMPtnEI Januar/.1983
vrc-20
SNAKMAN $19.95
ijust like your favorite arcade gamei
TUNNEL PATROL $12.95
lArcaOE gamei
HOME INVENTORY $12.95
TAPEWORM $12.95
Keep track of your records i tapes i
TICKERTAPE $16.95
(Maintajn profile of investments!
HOME BUDGET $12.95
iProflle personal intomei
EMBASSY
COMPUTER PRODUCTS
P.O. Box 88
Little Neck, N.Y. 11363
Check or money order. NoCOD's. N.y. Resi-
dents add a,25V. sales tax. Add. Si. so far
postage and handling.
— DEALER INQUIRIES INVITED —
— PROGRAMMERS WANTED —
v.- 'ra^smar* cf ZzrTrr::n:^r^
Fantastic NEW Programs
for your COMMODORE64=
I MUSIC MAGIC^ The eaw and fun wav lo iJ«
1 voi" 6'^'^ marvelous sound system You Cdn
delay t^^e lone, susiain or release ii of change the
piich. Sound generators m the fofrn of tridngle,
$awiooih. square wavei and while noive are jli
accessed directly fiom vOur keylioafd
SPRITE WRITER: A simpfe rneani d* oeaiing
I spiiTP grapriics. Sprues ate rnoveatile, high-
resoluTior^ program matjle obi eel i '"^^i ^^^ ^^
I made iiilo nesfly any shape. Wilb ihe 54. up
lo 8 Oifleieiii sprites can se created as move'
I ablf fi^u'et lor simulianeous display o^n 3 sepa-
rale screen levels
I A 1 S««vic«t L^u
n03 W Ci«i'wiii^ H 111
K«nn»ich.V4A 99136
i^Odl 7S3-4980 ar ISD9I 7^3 9&eG
It Serwce Abiir^onJtd
Commotfce 0«jI*'>
FaEE
Sottwafi uiilog indudad vtttfi "faui ordvr,
T»I>*1 • »TI.« 9
. TM>H0StB.« a
- Di*i 9^13*K H
Write for your
free catalog of
Software
and
Books
for your
PET, VIC
and
Commodore 64
TIS, inc.
Box 921 Dept. C
Los Alamos, NM 87544
ATARI* OWNERS
Two cdnvenleni utiltiles on a high quality |
I Memorex diskette for only $14.95.
And we'll pay postage
t^ 1^ jy. i^ i} i<. jy. tf. i^ 1}. 1^ i^ 1} i^ i}. if
^D: CAT Put this (lis on all your disks ij
^and you'll have an automatic catalog JZ
■^^0) all files on your disk, plus you'll be J
'^able to run. load, or enter any BASIC '^
■^program at the push of a key. ■>£
« *
JiiD: RENUMBER This program will <:
,jj automatically renumber your BASIC .{j
jj programs al your selected Increment.^
>j Automatically changes GOTO.GOSUB, lj
j^and TRAP references, and gives warn- j.^
''^ ing on all nonnumeric line numbers."^
:i;!.i^i^i^i?.i^t?.i^t}-t}.i^
if-a-M
Send check or money order for $14.95 to:
Family Computers
P.O. Box 1160
I Stinnett, TX 79083 (808)876-2139
* Trademark of Atari . I nc .
Verbatim®
Diskettes
'■'-'-'■xs*^-
Top-quality Verbatim* Diskettes
from Tech*Oata. your complete
word and data processing supply
center. Dealer inquiries invited.
Call Toll Free N
1-800-237-8931.
in Florida, call
813-577-2794. J
Tech* Data Corporation
'3251 Tech Drive North
St PetersDurg. FL 33702
ATARI® 810
DISK DRIVE ADJUSTMENT KIT
t takes more than a speed adjustment to
properly set up an Atari " 81 0 Disk Drive.
DO IT RIGHT
r— STARTER KIT $29.00 —
Test Disk - Cleaner - Tools
Special Oil - Swabs and
Complete Instructions
— REPLACEMENT KIT S6.95 —
Cleaner - Special Oil • Swabs
The Programmers Workshop
m 5230 Clark Ave., Suite 23
3 Lakewood.CA 90712
''°^ Phone (213) 804-1 475
ATARf' ts a registered ratjemart; oi Warnef Communscaiions
SOFTWARE FOR
COMMODORE
for 64 & VIC:
the Staff: Polyphonic Music Editor &
generator. Enter up to 93 measures of 3
part harmony on easy to use graphic dis-
play. Specify disk or cassette. $19.95 for
64, $14.95 for VIC (requires min. 3K exp)
for CBM Pet, 4000 & 8000 series:
Superscript Word Processor by
Precision Software Ltd. Beats anything
on the market. $249.00
Check or Visa, MasterCard accepted
PROFESSIONAL MICRO SERVICE
100W. 22ndSt., Baltimore, Md. 21218
301-366-0010
Dealer inquiries invited.
VIC PET VIC PET VIC PET VIC PET VIC PET
Are you tired of long w«iits to Joacljnci save on
Cassette? Like (O have the stdindard LOAD'SAVE
plus e»n extremeiy fa^tand reliable capability?
Then you need .
The Rom Rabbit
NEwr
R.ibL3itonR0M
C^nridge tor VIC
C^ribc used with
oiher c^rlnidgei
Since it txAifi P'ssy
IsitCk CCir[i\tCiOt
which Wves ' wttii
^nO iffAi on your
VK SCOnnectOf
Ldsy to
instctll.
I( just
plu5& In.
I Much fa$ief ciissetre
load^save
2, Menf>ory test
3- 12 commands in all
VIC
or PET
S39-95
^n 8I< program Iri
about 30 seconds.
Try i: - your Pet
or VIC normally
takes 3 minute5.f
Discounts for
educational
institutions.
VISA
And
M.C
Spftcify3 0(?001 PET)
oraOldMI Of 803?}
or VIC
INTELLIGENT SOFTWARE
FOR COMMODORE COMPUTERS
At last, an affordable electronic spread-
sheet. Copycalc turns your video screen Into
a window on a matrix of numbers. Cursor
around the matrix, enter numbers; the totals
reflect the changes. You can save the matrix
to disk or tape, or print It on your printer. For
$20 ($15 with another program), this program
can justify the cost of your Commodore. Re-
quires 6k; version available for standard VIC.
Word Proc«ssor Plus was not designed to
demonstrate what computers are capable of
doing, to be an expensive toy, or to instill awe
or fear or even admiration Into Its user; W/P -i-
W3S designed solely to facilitate correspon-
dence, <or a wide range of personal and busi-
ness uses, quickly and easily, with a minimum
of training and frustration on the part of Its
user, and at the least possible cost, both In
hardware and software. The most thoroughly
tested, useable word processor available at
anywhere near the price, for all the Com-
modore computers (R8-232C version available
for VIC and 64); $30 (10k RAM, printer req'd.).
Upgrades for old W/P copies (below V4.0) $15.
Prices include documentation and shipping;
Calif, residents add 6%. Please specify hard-
ware configuration when ordering. Other pro-
grams available (sorry, no games).
William Bobbins, Box 3745, San Rafael, CA 94912
Januor/.WS3 COMPtTTll 239
Advertisers Index
Reader Service Number/ Advertiser Page
102 A-1 Services 239
103 AB Computers 66,67,106
104 AQfdvark-80 77
105 Abacus Software 83
106 A-Bit-Better Software 175
107 Academy Software 118
108 Adventure International 49.91
109 The Alien Group 161,173
110 ANALO.G. Software 59
111 Anffiro-Digltal Soffware 107
112 Apple Computer Inc 12,13
113 AJople Countrv Limited 230
114 Apropos Technology 228
115 Arfon Microelectronics 157
Arfworx 42
116 Batteries Included 41,105
117B.L.&W 142
118 Boegner Industries Corp 163
119 Erfiderbund Software 19
120 CAI Instruments 195
121 CE Software 176
122 Cob-Tele Inc 191
123Cardco,lnc 79,111
124 The Code Works 212
125 Comrn'Oato Computer House, Inc. .. 115
126 Commodore Business Mdchines 80
127 Compusense 209,211
128 CompuServe 11
129 Computcbiiity 177
130Computer Discount of America 144
131 Computer Mail Order 72,73
132 Computerf^ot 199
133 Computer Outlet 128,129
134 Computer Place 229
135 Computer Software Associates 200
136 Computertime, Inc 203
137 Concern Enterprises 132
138 Cosmic Computers Unlimited 223
139 Comstar 182
140 Continental Software Co 7
141 Creotive Software 47
142Data-20 17
143 Data Equipment Suppty Corp - 113
144 Data Fcire 216
145 Datamost Inc 46,57
146 Digital interface Systems Co 54
147 Don't Ask Computer Software 27
148 Duke's Digital Den 238
149 Dynabyte Software 139
150 Dynocomp, Inc 120,121
151 Eostern House Software 231.239
1S2ECRL 224
153 Educational Software 45
154 Elcomp Publishing Inc 133
155 Embassy Computer Products 239
156 The English Software Company 20
157 EPYX/ Automated Simulations, Inc 61
158 Eric Martins 227
159EXATr?ON 167
160 Fa! k-Baker Associates 100
161 Family Computers 239
162F.C.C.inc 196
163 Foxfire Systems, Inc 217
164 French Silk 193
165FROBCO 24
Reader Service Number/ Advertiser Page
166 GP Microsystems 227
167 Gator Marketing Enterprizes Inc 203
168 Heartland Software Distributors 235
169 Human Engineered Software 53
170 In Home Software 63,65
171 Intec Peripherals Corp 216
172 Intelligent Software 239
173 Interesting Software 215
174JMC 127
175 J.V. Software 25
176 Krell Software Corp 109
177 Leading Edge Products, Inc IFCIBC
178 Lightning Software 151
179 Lyco Computer 237
180 MTG Technical Sales 231
181 Macrotronics 176
182 Merlin Enterprises 226
183Microbits 179
Micro-Ed Inc 137
184 Micro Mogic Software 225
185 Microsignal 238
186 Microspec Ltd 83
187 Micro-Systems 31
188 Microsystems Exchange 135
189 Micro World Electronix Inc 20
190 Midwest Micro Associates 199
191 MMG Micro Software 197
192 Moosewore Incorporated 212
193 Morris Software 214
194 Mosaic Electronics 4
195 National VIC-20 Users Group 115
196 NEXA Corporation 175
197 Nibbles & Bits. Inc 54
198Nufekop 55
199 OEM Inc 218
200 Olympic Sales Co 229
201 On Li ne Computer Centers of OKC .... 89
202 Optimized Systems Software Inc 75
203 Optoma m Consumer Products 227
204 Oxford Computer Systems Ltd 85
205 P.R. Software 214
206P.R.IC.E 234
207 Pacific Coast Software 163
208 Pacific Exchanges 123,175
209 Percom Data 15
210 Peripherals Unlimited 170
211 Personal Peripheral Products 238
212 Pixell Softwdre 195
213 PM Products 238
214 Precision Software 86,87
215 Precision Technology 214
216 Prickly Pear Software 152
217 Professional Micro Service 239
218 Professional Software Inc 1,9
219 Program Design, Inc 23
220 The Program Store 148,149
221 The Programmer's institute .... 117,197.203
222 The Programmer's Workshop ... 103,239
223 Protecto Enterprizes 201,215
224 QuQlit/ Software 51
225 Quantum Data (nc 28,29
226 Questar International, Inc 107
227 Quick Brown Fox 155
228 Rapidwriter , , . . , 139
229Ror-Tech 238
Reader Service Number/ Advertiser Page
230Robec, Inc 123
231 SJB Distributors, Inc 159
232 Screensonics Inc 232
233 Skeena Computer Services Ltd 144
234 Skyles Electric Works 143,'t69,219
235 Small Systems Engineering 35
236 D. Smith &Co - 214
237 The Software Connection 81
238 Software Publishers. Inc 103
239 Software To Go 132
240 South Eastern Computer Outlet 158
241 Specific Software 229
242Spinnaker 2.3
Sport 'N' Sound 141
243 Star Micronics Inc 95
244 subLogic Communications 24
245 Sunshine Peripherals 219
246 Swifty Software Inc 147
247 Syntax Software Inc 201
248 Tech Data Corp 83,239
249 Tele Soft, Inc 224
250 Tiny Tek, Inc 227
251TIS,lnc 239
252 Toronto Pet Users Group 132
253 TorreyEngberg Smith Co 224
254 TotI Software 211
255 Tronix Publishing, Inc 37,39
256 U. S. Technologies 218
257 United Microware Industries. Inc 93
University Microfilms International .... 168
2S8Victory Software Corp 46
259 World Electronics 238
260 Wunderware 195
261York10Computerware 233
COMPUTE! Bock Issues 181
COMPUTE! Books 221
COMPUTE! Magazine 33
COMPUTE! Subscriber Service 211
Programming The PET/CBM 165
24D COMPUTE' January. 1W3
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PR0WRITK2
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SFM^V\MrER F-IO
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WHEN WE ANNOUNCED
THE COMMODORE 64 FOR S595, OUR COMPETITORS
SAID WE COULDN'T DO IT.
THAT'S BECAUSE THEYCOULDN'T DO IT.
The reason is that, unlike our competitors,
we mal<e our own IC chips. Plus all the parts of the
computer they go into.
So Commodore can get more advanced
computers to marl<et sooner than anybody else.
And we can get them there for a lot less money.
WHAT PRICE POWER?
For your $595,* the Commodore 64™ gives
you a built-in user memory df 64K. This is hundreds
of dollars less than computers of comparable power.
Lest you think that the Commodore 64 is
some stripped-down loss leader, a look at its
available peripherals and interfaces will quickly
convince you otherwise.
SOFTWARE THAT WORKS HARD.
The supply of software for the Commodore
64 will be extensive. And with the optional plug-in
Z80 microprocessor, the Commodore 64 can
accommodate the enormous amount of software
available in CP/M."^
Add in the number of programs available in
BASIC and you'll find that there are virtually no
applications, from word processing to spread-
sheets, that the Commodore 64 can't handle with
the greatest of ease.
PERIPHERALS WITH VISION.
The Commodore 64 interfaces with all the
peripherals you could want for total personal
computing: disk drives, printers and a telephone
modem that's about $100, including a free hour's
access to some of the more popular computer
information services. Including Commodore's own
Information Network for users.
RUN YOUR BUSINESS BY DAY.
SAVE THE EARTH BY NIGHT
At the end of a business day, the
Commodore 64 can go into your briefcase and ride
home with you for an evening's fun and games.
Because of its superior video quality (320x200
pixel resolution, 16 available colors and 3D Sprite
graphics), the Commodore 64 surpasses the best of
the video game machines on the market. Yet,
because it's such a powerful computer, it allows you
to invent game programs that a game machine will
never be able to play; as well as enjoy Commodore's
own video game cartridges.
ATTACK, DECAY, SUSTAIN, RELEASE.
If you're a musicologist, you already know
what an ADSR (attack, decay, sustain, release)
envelope is. If you're not, you can learn this and
much more about music with the Commodore 64's
music synthesizing features.
It's a full-scale compositiona! tool. Besides a
programmable ADSR envelope generator, it has 3
voices (each with a 9-octave range) and 4 wave-
forms for truly sophisticated composition and play-
back—through your home audio system, if you
'Manufacturer's Suggested Retail Price: July 1. 1982. Disk drives and printers are not included in prices. The B4's price may change w:tho ut notice.
CP/M' is a registered'trademark of Digital Research, Inc.
wish. It has sound quality you'll find only on
separate, music-only synthesizers. And graphics
and storage ability you won't find on any separate
synthesizer.
DON'T WAIT
The predictable effect of advanced technol-
ogy is that [t produces less expensive, more capable
products the longer you wait.
If you've been waiting for this to happen to
personal computers, your wait is over.
See the Commodore 64 soon at your local
Commodore Computer dealer and compare it with
the best the competition has to offer.
You can bet that's what the competition will
be doing.
Commodore Business Machines
Personal Systems Division
P.O. Box 500, Conshohocken, Pennsylvania 19428
Please send me more information on the Commodore 64!"
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Company.
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